Cinemaware for the Amiga
October 1987
$2.95 U.S.
$3.95 Canada
rnmim
KIDS ON KEYBOARDS
Training for their Future
Software Reviews
Shanghai
World Tour Golf
Fleet Filer
. . . and more
N
Type-in Programs
fortheC-64,C-128
and Amiga
WHEN YOU'VE SOLD
YOU MUST BE DOING
No Brag, Just Fact! Over 1,800,000 programs sold to date-and each
program includes:
• Free Customer Technical Support (For all registered users)
• A Money Back Guarantee (If you can find a better program, we'll buy it for you)**
• A very liberal Upgrade & Exchange Policy (Which means you never have to
worry about obsolete software)**
S.R.P. C64-S49.95
C128-S69.95
Word Writer 3 has more fea-
tures, more power, and is
easier-to-use than any other
C64 word processor!
a Features:
I \l_ J/i * An 85,000-Word Spell
Checker— plus, unlimited
sub-dictionaries.
• An Integrated Thesaurus
with over 60,000 synonyms
and alternatives.
• An Integrated Outline
Processor that quickly
organizes notes, facts, and ideas into a convenient out-
line format.
• An 80-Column Print Preview Mode
• Highlighting: Prints out your text incorporating under-
lining, boldface, /fa/('c, superscript, subscript, and more,
• Headers and Footers
• Automatic Program Set-Up: Configures WORD
WRITER 3 to your choice of printer codes, screen colors,
and more.
• SwiftKeys* access commands quickly, using a minimum
of keystrokes.
• Compatible with GEOS*
PARTNER
6<"
The Critic's Choice
WORD WRITER 3,
DATA MANAGER 2, and
SWIFTCALC INTERFACE
TOGETHER FOR A COM-
PLETE PRODUCTIVITY
PARTNER 64
A cartridge-based product
with eight instantly accessi-
ble, memory-resident desktop
accessories.
Accessories include:
• Appointment Calendar
& Date Book
• Name, Address, and
Phone List
Auto Dialer ■• Memo Pad
• Label Maker & Envelope
Addresser
• Calculator • Typewriter
•- Screen Print
Other features include:
* SwiftDos: Allows you to access Commodore disk drive
commands any time.
* SwiftLock: Enter your secret code before you leave your
computer. The keyboard will be locked until you re-enter
the code.
■ Extended Printer Control: Enables you to send com-
mands directly to your printer at any time.
* SwiftLoad: Allows your Commodore 1541 disk drive to
load as fast as the 1571 disk drive.
S.R.P. C64-S49.95
C128-S59.95
..SYLViAPORTER'SPEBSON^NC^
PLANNER is a class act from start ^^^ne
..SW,FTCALC IS « «-*^SS&B«S
outstanding price. __ ~~~~7
-Using WORD WRITER is an ^^^^^^m
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-PARTNER may become the most and
you have-.Timeworkshasano^^^^^^tte
deservedly so. docUmented
..DATA MANAGER 2 to eas V^ useowerful enough
businesses.
■Reg. trademarks of Commodore Electronics, Ltd-.
Berkeley Software. Inc., Timeworks, Inc.
c 1982 Timeworks. Inc. All Rights Reserved.
Data Manager 2
A highly flexible filing and
recordkeeping system that
stores, retrieves, sorts, eval-
uates, and updates large
amounts of information.
Features:
A Report Writer: Gen-
erates customized data
reports. You specify the title,
location, and sequence of
each column.
A Label Maker: Prints
your name and address file
onto standard mailing labels, and transfers and prints
text information onto labels and tags.
Quick Access to important information: Retrieves
and prints items by name, date range, index code— or
any category stored in the system.
Calculates numerical data from column to col-
umn and field to field: Allows you to perform spread-
sheet tasks such as payroll calculations, cost estimates.
Compatible with GEOS
S.R.P. C64-S39.95
C128-S69.95
1,800,007 PROGRAMS,
SOMETHING RIGHT.
SYIMA PORTERS
Persona! Financial
Planner.
S.R.P. C64-S49.95
C128-S69.95
All the computer tools you'll
need to manage your money
on a day-to-day basis, and
plan your financial future,
too!
For Your Day- to* Day
Affairs:
• Maintains your elec-
tronic checkbook and
credit card transactions.
• Writes your checks and balances your checkbook,
• Prepares and monitors your budget
• Classifies and tracks your taxable income and
expenses
• Calculates your net worth and generates cus-
tomized personal financial statements
• tracks your financial assets— and your insurance
policies.
For Your Financial Future:
Leads you step-by-step through a series of questions
regarding your financial goals, and your current financial
condition. Your answers will enable your computer to
determine and print a summary of the amounts you must
save each year to meet your financial objectives— in both
real and inflated dollars.
SwiftCaiCi
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with OEOS
S.R.P. C64-S39.9S
C128-S69.95
A powerful, easy-to-use elec-
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for home and business use.
Features:
Sideways: Prints all your
columns on one, continu-
ous sheet... sideways.
250 rows and 104 col-
umns provide more than
25,000 cells (locations) in
which to place information.
Performs mathematical
functions, up to 12 digits.
Allows the use of minimum and maximum values, aver-
ages, sums, integers, absolute values, and exponential
notation.
Performs financial analysis functions, calculates
the present and future value of a dollar and the present
and future value of a constant amount (annuity).
SwiftLoad: Allows your 1541 Disk Drive to load up to 5
times faster.
Produces "What If?" Reports: Applies mathematical
functions and algebraic formulas to any spreadsheet-type
analysis, such as budgeting, financial planning, or cost
estimating. Calculates these formulas and produces
complicated "What If?" Reports at the press of a key.
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Features:
• Automatic Page Style Formatting: Set up a page
style only once. The computer follows it automatically,
inserting rules, headers, and footers.
• A Full-Featured Word Processor
• A Wide Variety of Font Styles in Multiple Sizes
• A Built-in Text Editor that allows you to write head-
lines, taglines, and captions to fit any space.
• High Resolution Graphics: Imports illustrations and
graphics from leading
graphic programs.
• Automatic Kerning:
Opens or tightens word
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truly professional look.
• A Wide Selection
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Available at your favorite dealer, or contact Timeworks today.
To Order Call: 1-312-948-9202
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""Details on every Timeworks package.
AWARD WINNING GRAPHICS
Best Graphics: 16 Bit Division.— The Software Publishers Association, 1986
Award For Special Artistic Achievement In A Computer Game.
—Computer Gaming World, 1987
Stunning graphics, life-like
animation, and a good
soundtrack add to the feeling
of a movie-like story.. .
—Computer Entertainer
Pur choice for the most innovative
software product of 1986. ..with
graphics that make your computer
into a home movie theater.
—Chicago Tribune
Defender {of the Crown) is the most
detailed, most graphically brilliant, most
beautiful software program ever
released for any microcomputer.
— The Guide to Computer Living
Sinbad and the Throne of the Falcon
is a brilliant tribute to those
masterful films. ..I've never
seen anything like it.
— Computer Gaming World
NOW PLAYING AT A SOFTWARE DEALER NEAR YOU
zzzz Exclusively distributed by Mindscape, 3444 Dundee Road, Northbrook, IL 60062
=^ Call toll free in Continental U.S. (except IL): 1-800-443-7982 Illinois: 1-312-480-7667
lor Airiga Atari ST, Macintosh. Applellga, IBM PC and Commodore 64. <*<ch are trademarks raspecttvely of Commodore-Amiga. Atari Inc., Apple Compular. he, IrramalJonal Business
and Convnodore Beetroots, Ltd. Not all products are nveiabte lor al formali Onemmmre Is a trademark ot Master Designer Software. Inc.
Commodore
mnGnzinE
OCTOBER 1987, Volume 8. Number 10
FEATURES
DEPARTMENTS
LETTERS
NEWS
TIPS & TRICKS
Hints for Fun and Utility
Compiled by Louis F. Sander
Amiga Tips & Tricks
Compiled by Tim Jones
SOFTWARE REVIEWS
Parallax by Scott A. May
Building Perspective by Jack Emberly
World Tour Golf by Mark Cotone
Graphics Integrator 2/Graphics Galleria by Gary V. Fields
Shanghai by Russ Ceccoia
Perspectives II by Gary V. Fields
Fleet Filer by Mark Cotone
ADVENTURE ROAD
NikademusGets Nasty in Phantasie III byShayAddams
TELECOMMUNICATIONS
Inside Q-Link by Robert W. Baker
TECHNICAL TIPS
Interfacing Commodore's User Port, Part 5
How to Build an Appliance Controller by John lovine
Seq-Edit by Scott Reid
Matches by Elizabeth Deal
CINEMAWARE: A NEW BREED OF
AMIGA SOFTWARE 70
A new concept in adventure games for the Amiga.
Take a look at two of the hottest Amiga games around.
by Gary V. Fields
DESIGNING A HIT
(DEFENDER OF THE CROWN) 73
What does it take to create an adventure game?
Take a glimpse behind the scenes.
by Matthew Leeds
THE ELECTRONIC COCKTAIL PARTY 74
Find out what to expect if you decide
to enter the CB simulator of one of the major
telecommunications services.
by Dan Gutman
COVER STORY
KIDS ON KEYBOARDS
How important is it to have a computer at home?
Do children using computers get better grades?
Here are some insights from educators
in North Carolina.
by Gary V. Fields
COVER PHOTO: Dennis Degnan
Software: MathTalk by First Byte
4
8
14
20
22
24
26
28
30
34
36
40
42
46
54
62
66
JIFFIES
List Patrol by Buck Childress
Math Helper by Elizabeth Deal
79
81
LAW
The Beginning of the End for Shrinkwrap Licenses
by Herbert Swartz
84
GAME PROGRAMS
Spot Shot by Thomas Hayes
Join Four by Scott Allen
85
90
128 USERS ONLY
128 Mode: Big League Baseball by Mark Jordan
Painless Window Panes by Kenny Lawson
92
99
AMIGA UPDATE
Amiga Public Domain by Graham Kinsey
AmigaBASIC Tutorial by Tim Jones
102
106
COMPUTER TUTOR
Sound Synthesizer by James R. Schwartz
C Tutorial, Part 7 by Paul Higginbottom
110
113
HOW TO ENTER PROGRAMS
124
MAGAZINE ENTRY PROGRAMS
126
ADVERTISERS' INDEX
128
COMMODORE MAGAZINE 3
LETTERS
lb the Editor
I just bought a C128 over here in
Malaysia. It was, however, very
frustrating when I found out that there
are very few 64/128/CPM users
"practising their knowledge" here. I would
like to get in touch with any users in the
U.S. so I can find out more about this
fantastic machine. I have lots of 64
software but find it difficult to get
programs for the 128 and CPM. Anyone
out there who can provide assistance? If
anyone is interested in swapping hints,
advice, utilities, etc. or just exchanging
"Western-Eastern ideologies" on the 64,
they can write to me care of the above
address.
Yours faithfully,
Calvin
PO Box 1032
10840 Penang
Malaysia.
lb the Editor:
First of all, let me thank you for your
great magazine. It is the best source of
Commodore type-in programs I have ever
seen. However, John Iovine's article
"Interfacing Commodore's User Port, Part
3" in the July 1987 issue had a few errors
in the circuit diagrams. Pins 1 and 8 of
TLC548 chip go to pin 2, + 5V, not pin 1,
ground, of the user port. Also, pin 6 of the
chip should go to pin 7, SP2, of the card
connector instead of SP1. This will
elirninate the myriad of 255's that the
program will spit out with the errors.
I am, though by no means an expert,
quite knowledgeable in the field of
electronics, and it took me three hours to
debug the circuit. Therefore, I am sure
there are quite a few people who figured
that they had wasted seven dollars on the
chip. Hopefully this will alleviate their
problem.
Yours Truly,
Ryan Biggs
To the Editor
I have just finished reading your article
"Monster- Whompin', Map-Making, Evil
Wizard Excitement" in the August 1987
issue of Commodore Magazine and would
like to start out by saying that I am
pleased the field of computer fantasy role-
playing games is again getting public
attention. For a long time these FRP
games were purchased by only a small but
loyal following, however recently they
STAFF"
have found acceptance in a variety of age
and interest groups. Your article was one
of the most comprehensive I have seen
and Shay Addams should be
congratulated for reaching far comers of
this diverse field, yet separating it from
arcade games and text adventures with a
sword-and-sorcery theme.
At this point I wish to inform you that
I am the author of The Shard of Spring,
one of the games mentioned in your
article, and wish to inform you of a few
oversights made. The first sentence
regarding The Shard of Spring reads:
"For your first multiple-character game,
Shard of Spring gives you a four-member
team of spellcasters and swordswingers to
send after the dastardly Lord Dragos."
The Shard of Spring allows five
character parties, not four, and I have
never heard of a "Lord Dragos." The
villain of my game is a dragon named
Siriadne. Another oversight was that The
Shard of Spring was omitted in the box of
references at the end of the article on page
125. The Shard of Spring is published by
SSI.
Fm glad you enjoyed my game and urge
you to continue coverage of the Fantasy
Role-Playing field.
Sincerely yours,
Craig Roth
Horizon Fantasies
To the Editor
In a recent article, "Monster- Whompin;
Map-Making, Evil Wizard Excitement"
by Shay Addams, you made reference to
three role-playing games for the
Commodore 64 without the publishers'
names. I would very much appreciate if
you could tell me the name of each
publisher.
1. Shard of Spring.
2. Grounds of the Mad Overlord.
3. Titanic: The Recovery Mission.
Thank you,
MattCioffi
Editors Response: We apologize for the
omissions in this feature. The correct
information is as follows:
Shard of Spring is published by SSI.
Grounds of the Mad Overlord is the
name of the first game in the Wizardry
series from Sm-TECH.
Titanic: The Recovery Mission is
published by Activision.
Publisher
Julie Bauer
Managing Editor
Technical Editor
Jim Gracely
Assistant Technical Editor
Dan Schein
Art Director
Gwenn Knapp
Assistant Art Director
Wilson Harp
Production Manager
Jo-Ellen Temple
Circulation
Kenneth F. Battista
Advertising Coordinator
Rebecca Cotton
Advertising Representatives
SOUTHEAST, SOUTHWEST AND WESTCOAST
Warren Langer, Spencer 0. Smith
Warren Longer Associates
9320 NW 2nd Street
Coral Springs, FL 33071
Advertising Inquiries Only
305/753-4124
MIDWEST, NORTHEAST AND CANADA
Pamela Stockham
700 River Rood
Fair Haven, N J 07701
201/741-5784
Commodore Magazine, Volume 8. Number 10, October
1987.
Commodore Magazine is published monthly by Commo-
dore Magazine Inc., 1200 Wilson Drive, West Chester, PA
19380. U.S.A. U.S. subscriber rate is $35.40 per year:
Canadian subscriber rate is $45.40 pef year; Overseas sub-
scriber rate is $65.00 per year. Questions concerning sub-
scription should be directed to Commodore Magazine Sub-
scription Department, Bo* 651, Holmes. Pennsylvania
19043, Phone (8001 345-8112. In Pennsylvania (800)
662-2444. Copyright £ 1987 by Commodore Magazine Inc.
All rights reserved.
CBM, PET, VIC 20, and Commodore 64 are registered
trademarks of Commodore Electronics Ltd. Super PET and
Commodore 128 are trademarks of Commodore Electronics
Ltd. Amiga" is a registered trademark of Commodore-Amiga.
ABC Membership applied for.
4 OCTOBER 1987
■■
'*A'-.
J'LO«
^S
to,
Hi
9 \
>
Prepare yourself for the greatest adventure yet - The GUILD of THIEVES. The ultimate challenge for master criminals
everywhere.
Your mission, to gain membership of the prestigious Guild of Thieves. But first you must successfully return from a mythical
isle within Kerovnia having stolen its hidden treasures.
Now the prospect of looting and pillaging the island may seem enticing, but you'll need all the ingenuity you can muster, and
of course criminal cunning as you try to unravel due after due and solve a wealth of devious puzzles.
With its sensational text and dazzling graphics The GUILD of THIEVES is a quest that's sure to tax the most resourceful
mastermind. After all, as every Guild member knows, only crime pays.
The GUILD ofTHlEVES incorporates 29 remarkable scene-setting graphics* and the kind of complex intrigue and surprise that
has established the Magnetic Scrolls team as worthy award winners. ^^^^^^^^^^^^■■■I^HI^IH^I^B
The Guild of Thieves available from Firebird Licensees
at $44.95 (or less) . . . it's a steal.
m
ThcGUILD ofTHIEVES
Out now on ATARI ST, AMIGA, APPLE MACINTOSH, and APPLE II
(text only). Coming soon on C&M 64/128, ATARI 800/130 and IBM
PC/TANDY. At all good retailers or direct from Firebird Licensees Inc.
PO Box 49, Ramsey, N] 07446.
Screenshots stolen from the ATARI ST version.
•Some versions do not contain graphics, P/eose check before purchosinjj.
Ralnblrd, the RflJnbJrd lojo, and Firebird Licenseei inc.
and the firebird logo ore trademarks of British
Te/ecommon/coflons pic
©
Don't Settle For Less...fcp
COMMODORE 128-
^v
V.
New, factory Sealed Units
$227.00
1571 Disk Drive $229.00
1902A $269.00
Call for Price on Package Deals!!
COMMODORE
$159.95
Includes GEOS and Quantum Link
1541C Disk Drive. $179.95
1802C Monitor $199.00
Call for Price on Package Deals!!
Commodore 2002 Monitor
1581 Disk Drive
Commodore 1 28D
NOW IN STOCK!
CALL FOR BEST PRICES!!!
COMMODORE 128: HARDWARE
1764 RAM Expansion
256KforC-64andC-128 ... $129.00
13S1 Mouse $39.95
yMl
WAMIGA
AMIGA 500 $CALL
51 2K RAM Upgrade. $159.00
1080 Monitor. $297.00
AMIGA SOFTWARE
Superbase $99.00
Logistix. $99.00
Balance of Power. $31.95
Defender of the Crown $31.95
Deja Vu $31 .95
Haliey Project $31 .95
Racter $36.95
S.D.I $31 .95
Sinbad $31 .95
Uninvited $33.95
C* AlVFTT PATI T?T?V Educational Software too!
VTjTjV1y.jIJJJ VXfA I J I J r*i JV X All Games stocked for quick ship!!!
MISC GAMES
Championship Boxing $17.95
Hobbrtt $2-5.95
International Hockey $18.95
ACCESS
Leader Board $29.95
Leader Board Tourn. Disk $16.95
ACCOLADE
Ace of Aces $23.95
Hard Ball $22.9S
Killed Until Dead $CALL
ACTIONSOFT
Up Periscope $21.95
Thunder Chopper $24.95
ACTTVISION
Garnemaker Scifi Library... $15.95
Garnemaker Sports Library $1 5.95
Garry Kitchen's Gamemakr $24.95
GBA Basketball 2 on 2 $24.95
lam the 64 $21.95
! am Ihe 128 $24.95
Little Computer People $24.95
Shanghai $26.95
Space Shuflle $19.95
BRODERBUND
Lode Runner $24.95
DAVIDSON & ASSOC.
How in stock! Call (or price on titles
DATA EAST
Commando $24.95
Karate Champ $26.95
ELECTRONIC ARTS
Age ol Adventure ., $12.95
America's Cup $24.95
Amnesia $29.95
Artie Fox $24.95
Autoduel $37.95
Bard's Tale $32.95
Bard's Tale II $29.95
Bard's Tate Oue Book $10.95
Battletront $29.95
Cam'ers at War $37.95
Chessmaster 2000 $26.95
Dan Dare $16-95
Europe Ablaze $37.95
Marble Madness $23.95
Moebius $29.95
Murder Party $25.95
Music Construction Set.... $12-95
PHM Pegasus $27.95
Pinball Construction Set ... $12.95
Road to Moscow $29.95
Russia $29.95
Seven Cities ol Gold $1 2.95
Starteet I $32.95
Touchdown Football $22.95
Ultima I $29.95
Ultima 111 $37.95
Ultima IV $45.95
World Tour Golt $27.95
EPYX
SOD XJ Joystick $14.95
Championship Wrestling ., $27.95
Movie Monster $16.95
Street Sports $29.95
Sub Battle $29.95
SummerGamas $16.95
Summer Games II $26.95
Super Cycle $16.95
Winter Games $27.95
World Games $29.95
World's G reatest Baseball $24.95
World's Greatest Football $28.95
Create a Calender $CALL
FIREBIRD
Elite $22.95
INFOCOM J^__^___
Hitchhikers Guide $22.95
Leather Goddesses $24.95
WIshbringar „ $25.95
INVISICLUE BOOKS FOR
ANY INFOCOM GAME $6.95
MICROPROSE
Aerojet $24.95
F-15 Strike Eagle $21 .95
Gunship $24.95
Kennedy Approach $24.95
NATO Commander $24.95
Pirates $25.95
Silent Service ,. $24.95
Solo Flight $24.95
LANCE HAFNER r..r.t,t >*«
in ■porta ■triilc-try iimu)a linn
3 in 1 Football $29.95
Basketball, the Pro Game.. $29.95
Final Four Basketball $29.95
Coming Soon ... Baseball HI
MINDSCAPE
Fist $19.95
Indiana Jones ..... $22.95
Infiltrator $21.95
Parallax $19.95
C-64 BUSINESS AND PRODUCTIVITY
C-64 DATABASES
Bank Slreel Filer $34.95
Consultant $39.95
Data Manager $19.95
Reel Filer $29.95
Profile 64 $36 95
C-64 INTEGRATED PKGS
Homepak $39.95
Trio $CALL
Vizastar 64 4K $39.95
C-64 SPREADSHEETS
Calkil $39.95
Swiltcalc 64 w/sideways ... S39.95
Sideways ...si 9.95
C-64 WORD PROCESSORS
Bank Slreel Writer SCALL
Font Master II $34.95
Font Master 64 $34.95
Paperclip w/spellpack $49.95
Pocket Writer Dictionary ... $1 9.95
Wordpro 3w64 $14.95
Word Writer 64 wrspeller .. $34,95
FINANCIAL & ACCT.
Timaworks Eleclr. Checkbk $19.95
Perfect ScoreSAT prep .. $49.95
Star Trek Promethian Adv $29.95
Uchi Mata $1 9.95
Uridium $26.95
Call tor prices on
other MINDSCAPE products!
SIMON & SHUSTER
Paper Airplane const. $24.95
Spy Hunter $19.95
Slar Trek-Kobayashi alt. ... $29.9S
Typing Tutor III $29.95
SUBLOGIC ^^^^^^
Flight Simulator II $32.95
Football $37.95
FS 1 1 Scenery disk $1 5.95
Jei $29.95
Pure Slat Baseball $37.95
Tlmawarks Money Mgr $19,95
GRAPHICS
Broderbund Print Shop.... $25.95
Print Shop Companion .... $22.95
Graphics Library l,li.or III .. $16.95
120 sheet co'or paper refill
40 each red. blue, gold .... $8.95
Clip Art I $19.95
Clip An II $CALL
Graphics Scrapbk 1 or 2... $1 7,95
Newsroom $34.95
Picasso's Revenge w/pen $42.95
MISC. HARDWARE
Estes pwr supply lor C-64 $54.95
Naverone 3 Slot expander $27.95
UTILITIES
Certiticate Maker $32.95
Thinking Cap $32.95
Certificate Library $24.95
Toy Shop $42.95
HolldayPack $16.95
CSM 1541 align $34.95
FaslLoad $24.95
Merlin 64 $34.95
COMMODORE 128E
SOFTWARE
WORD PROCESSOR
FLEET SYSTEM III $CALL
w/speil & thesaurus
FLEET SYSTEM 4 $56,95
Fonl Master 12S $44.95
Ghost Writer 1 28 $29.95
JANE $32.95
PAPERCLIP II SCALL
PERFECT WRITER $CALL
SUPERSCRIPT 123 $59.95
TERM PAPER WRITER $34.95
VIZAWR1TE12B $CALL
WORDPRO 128 - $59 95
WDWRITER128w/spell $49 95
SPREADSHEETS
EPYX MULTIPLAN $39,95
PERFECT CALC $CALL
SWIFTCALC I28w/sdways. $49.95
DATA BASES
CONSULTANT $39 95
DATE MANAGER 12S $CALL
FLEET FILER $29,95
PERFECT FILER $C ALL
PROFILE 126 559.95
SUPERBASE 128 $CALL
MISC. 128 SOFTWARE
ACCOUNTANT INC $69.95
DESK MANAGER 128 $34,95
JamtheCl2B $24,95
VIZASTAR 128 $CALL
MACH 128 $39.95
PARTNER 128 .,...$54.95
PERSONAL ACCT. 128 $34.95
SYLVIA PORTER'S personal
finance planner $54.95
TUSSEY COMPUTER PRODUCTS
P.O.BOX 1006, STATE COLLEGE, PA 16804
Ships it Federal Express
PRINTERS
Ifcfhlffi
hltriiiii'tki
NP-10 $144.95
NX-10 $169.95
PRICES ARE FALLING ON
ALL STAR PRINTERS!!
Calt for latest price on
ND-10 ND-15
NR-10 NB SERIES
1 yr warranty ^^J^
LX-800 ..^..$179.00
FX-86E $317.00
FX-286E $447.00
LQ-800 $447.00
LQ-1000 $627.00
EX-800 $387.00
EX-1000 $497.00
SEIKOSHA
2 yr warranty
SP-180VC $149.00
SP-1000VC $149.00
SP-1200AI $CALL
120cps, NLQMode
PANASONIC
2 yr warranty
10801 $159.00
1091i $189.00
10921 $CALL
1592 $389.00
1595 $439.00
3131 $259.00
3151 $399.00
MODEMS
SHAREDATA S36.9S
VOLKS5-SE3 K-' ::■.!.> jc SOALL
1EE0 SCALL
COMPUSERVE STR KJT ...J19.95
PLAYWET STARTER KIT ... $14.95
PRINTER PACKAGES
ALL PRINTERS INTERFACE WITH C-64 or C128
NP-10 & XETEC Supergraphix Jr. $179.95
NX-10 & XETEC Supergraphix $224.95
NX-10 & XETEC Supergraphix Jc $209.95
PANASONIC
10801 & XETEC Supergraphix. $209.95
10801 & XETEC Supergraphix Jr $197.95
SEIKOSHA
SP-1200 Al & XETEC Supergraphix $CALL
SP-1200 Al & XETEC Supergraphix $CALL
SUPERGRAPHIX
Interface w 8k butler down
loadable fonts 559.95
SUPER GRAPMIX JR
Printer Interface W2.95
ft Digital
O Solutions
V. Inc.
Pocket Writer 2 ...... . S42.95
Pocket Filer 2 $42.95
Pocke! Planner 2 ..... $42.95
Digital Superpak .... , $74.95
Dictionary $12.95
DISKS
■"
per box of 10
Inl
BONUS DISKS
SS/DD
$6.45
DS/DD
$6.95
TUSSEY DISKS
CLOSEOUTS !!!
SS/DD
$4.49
DS/DD
$4.99
Call lor Prico on Verbatim
arid Maxell Dlsksll
RGB/COMPGSJTE COLOR MONITORS FOR THE 128
COMMODORE 1902A
600 * 240 Resolution,
4 Qperalirtg Modes
MAGNAVOX 8562
600 x 240 Resolu&on.
3 Msdas. 2 yr warranty
THOMPSON"412o'
560 x 240 Resolution
A Modes. 1 yr warranty
$269.00
SZ69.00
$229.00
All 3 mentors include cafcies w Commodore 1 28
Abacus In
ALL TITLES IN STOCK!!
Call for price on all books and software titles
MODEM MANIA
1670 MODEM SCALL
1200 Baud, w/Software
1660 MODEM ....$42.95
300 Baud, w/Software
Software orders over $50.00 will
be shipped FEDERAL EXPRESS
(yes even at those prices). You only pay TCP's standard shipping
charge of $4.00 per order. This offer also valid on peripherals and
accessories under 8 pounds. Orders arriving before 11:00 AM our
time will be shipped out same day. If part of your order is
backordered the remainder will be shipped UPS Ground lor FREE
Computerized order entry, processing
andstatusallowTCPtoserveyoufaster
and better
To order by mall: We accept money order, certified check, personal
check. Allow 2 weeks tor personal check to clear,
Shippl ng : $4 00 lor software and accessories/ $ 1 0.00 lor printers and
color monitors/ $8.00 for disk drives and other monitors/ Add $3.00
per box shipped COD. Call for other shipping charges. Additional
shipping required on APO, FPO. AK, HI. and loreign orders.
Terms: ALL PRICES REFLECT CASH DISCOUNT, ADD 1.9% FOB
MASTERCARD OR VISA. All products include factory warranty.
ALL SALES ARE FINAL. Defective items replaced or repaired at our
discretion. Pennsylvania residents add 6% sales tax. Prices and
term s subject to change without notice.
Purchase orders are accepted
from qualified corporations and
institutions.
No sales tax on orders outside
of PA.
Buy with confidence. We honor
manufacturers warranty.
Wa accept Mastercard, Visa.
COD and mail orders.
EDUCATIONAL AND CORPORATE ACCOUNTS
Weofferafull line o( services catering to you, Including ;
quick turn-around, personal service, and the flexibility to
serveyour organlzatlonsneeds. Credit Approval in24hrs
for any organization with a good DSBrallng. To reach our
Educational and Corporate Sales Department directly.
Call 1-800-533-1131. Inside PA Call 814-234-2236
CMS
General Acct System
includes: • General Ledger
• Accte Receivable * Billing
Statements * Accts Payable
• Check Writing • Job
Costing * Payroll
Pkfj. Price for all Modules:
C128vtiscn 1124.95
C64verwn (119 95
nBerikeley
Softworks
GEOS $39.95
Geo Calc SCALL
Geo File SCALL
Geodex $27.95
Deskpack $22.95
Fontpack SCALL
Writers Workshop ...$33.95
OPEN: 9am-9pm M-Thur, 9am-6pm Fri, Wam-6pm Sat, Noon-6pm Sun EAST COAST TIME
CALL TOLL FREE 1 -800-468-9044
INSIDE PA CALL 814-234-2236
NEWS ■ NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
RGB Adaptor
for the
Amiga 500
\J LTD. has announced the RGB
Adaptor, an BGB analog to
separated composite video
interface for the Amiga 500. The
small box connects to the video
port of the Amiga 500 and
provides hoth chroma and
luminance signals through a pair
of RCA phono jacks. A pair of
simple RCA to RCA cables then
connect the box to any separated
video composite monitor
(including the Commodore 1701,
1702, 1802,18020 and 1902).
The RGB Adaptor retails for
$49.95 and is planned for a
September release. For more
information contact C Ltd. 723
East Skinner, Wichita, KS 67211.
0rcall(316)-267-38Q7.
SMART
SPEAKER
)wisscomp Inc. has introduced
the Smart Speaker, an advanced
text to speech converter. It
connects to any computer having
a standard parallel or a serial
port and will work with any
software that can drive a printer.
The ASCII text is converted into
speech by the Smart Speaker and
spoken through its built-in
speaker.
The Smart Speaker sells for
$229.95 complete with parallel
printer cable, DC power adaptor
and manual. For more
information contact Swisscomp
Inc., 5312 56th Commerce Park.
Tampa, FL 33610. Or call:
(813)-628-0906.
Irving Gould, Chairman 6f Chief Executive Officer, Commodore
International Ltd., right, delivers a 4 x 5-foot letter of congratu-
lations to Alan Ashton, President, WordPerfect Corporation,
left.
WORDPERFECT FOR THE AMIGA
lr
fordperfect Corporation has announced the release of Word-
perfect for the Amiga family of computers. Rated as a top word
processor on the IBM PC/XT, WordPerfect has been expanded and
improved on the Amiga, taking full advantage of the additional
capabilites of the computer. In addition to all of the standard word
processing features, WordPerfect allows you to open and work on 32
windows/documents at the same time. Other features include a spell
checker with 1 15,000 words, a thesaurus of both antonyms and
synonyms, proportional spacing, outlining with automatic number
and letter generation, macros, up to five columns of text per page,
footnotes, and index and table of contents creation.
WordPerfect is available for $395 for the Amiga 500, 1000 and
2000 (at least 512K is required). For more information, contact
WordPerfect Corporation, 288 West Center Street, Orem, UT 84057. Or
call: (801)-255-5000.
GEOPUBLISH
DESKTOP
PUBLISHING
-Derkeley Softworks has
released a new desktop
publishing package called
geoPutolish. Users can create
multiple page, multiple column
documents such as newsletters,
freely mixing text columns,
graphic images and line graphics
on each page.
Users can also create a
customized master page which
contains graphics and text to
appear on each page of a
document,
geoPublish is available for
S69.95. For more information
contact Berkeley Softworks, 3150
Shattuck Avenue, Berkeley, CA
94704. Or call: (800)443-0100.
GEOCALC
AND
GEOFILE
B
erkeley Softworks presents
geoCalc, the GEOS based
spreadsheet, useful for all
personal financial analysis
Continued on pg. 10
SCULPT 3-D
JDyte by Byte Corp. has released
SCULPT 3-D, a single frame
generation package for the
Amiga. Sculpt 3-D allows Amiga
owners to use ray tracing
algorithms to create a variety of
images. Screens utilizing the full
range of the Amiga's color palette
can be created using simple
graphic primitives and
manipulation tools.
SCULPT 3-D has a suggested
retail of S99.95. For more
information contact Byte by Byte
Corp., Arboretum Plaza II, 9442
Capital of Texas Highway North,
Suite 150, Austin, TX 78759. Or
call: (512)-343-4357.
Commodore User
Group Promot,°"
SSSSsssssss-—
video) ana ms* ^ .„»i iqr?
S120°- tiOnisscheduledtorunthrough0ctober3U9B7.
The promotion is soucu^
8 OCTOBER 1987
x%.
PACKED with PROGRAMS
EIGHT PROGRAMS AND MORE ON EVERY DISK.
What's the opposite of "downtime"? It's UPTIME, of course.
Just imagine ... a disk each and every month, delivered right
to your door and packed with programs for your Commodore.
We make it easy and inexpensive. You deserve value. At
UPTIME we believe in value. That's why each month 30,000
people like you enjoy a disk full of programs and information.
Make your life easier! Get more from your computer.
Organize your life and be more productive with
home management programs. Expand your
knowledge with educational programs.
Relax and enjoy monthly games or
adventures. Make using your
Commodore a snap with
helpful tutorials and
handy utilities.
It's terrific!
DISCOVER UPTIME. You deserve the best from
your Commodore. Have the best and save the most
with UPTIME.
Subscribe now and save.
You won't believe the low price! Satisfaction guar-
anteed or your money back. Make the very next
disk yours. Fill in the coupon and return it to us,
or simply call. We'll start your subscription im-
mediately. For immediate service, call toll-free:
1-800-437-0033
anytime, day or night.
. from Volume 1. No. 1
Flip 'Em ■ Brain Teasers ■ Shopping Lister
■ Video Fhile ■ Calendar Creator ■ File
Appender ■ Nom de Plume
as-
*V* CM10
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
Continued from pg. 8
needs. The program includes a
spreadsheet containing 112 rows
and 256 columns for data, basic
arithmetic functions to 12 places
of accuracy and advanced math
funtions to 9 places of accuracy.
Also new is geoFile, the GEOS
based filing system (data base)
for managing virtually all types
of information. Data is stored and
organized in "forms" which the
user designs on the display
screen. Special features include
automatic data sorting, keyword
search command and full page
database form size (8-1/2 by
11 inches).
ge o Calc and geoFile retail for
$49.95 each from Berkeley Soft-
works,
2150 Shattuck Ave., Berkeley CA
94704. Or call: (800) 443-0100.
COMPUTERIZED
GREETING
CARDS
Olassic Compu has introduced
two new thematic greeting card
collections, "Seasons Greetings"
and "Merry Christmas." The
greeting card collections are
colorfully illustrated and are
designed so that the user can add
personal pizzazz to messages,
greetings and announcements
inside each card. Each collection
is packaged with 50 stationery
cards and 40 matching
envelopes.
From now until March 31,
1988 Classic Compu is offering a
special sampler pre-pack offer on
any one of their computerized
greeting card collections. With a
coupon each greeting card
collection will be available at
$9.95 instead of the regular retail
price of £11.95. For further
information contact Classic
Compu, 3100 W. Chapel Ave.,
Cherry Hill, NJ 08002. Or call:
(609)-667-5310.
NEW SEIKOSHA SP-180
SERIES PRINTERS
Oeikosha America Inc. has introduced its SP-180 Series dot-matrix
printers. The new models feature simple operation and a streamlined
design. The Seikosha SP-180VC is Commodore 64 and 128 compatible
and prints 100 cps in draft and 20 cps in N1Q modes. Features include
tractor and friction feed, variety of character attributes, and built-in
margin and line space designation.
The new models retail for $249.00. For more information contact
Seikosha America Inc., 1111 Macarthur Boulevard, Mahwah, NJ
07430. Or call: (212)-255-8491.
GEOPROGRAMMER
UNVEILED
VTeoProgrammer is the new full-featured application development
software package from Berkeley Softworks. Designed to facilitate
application development for GEOS, geoProgrammer is targeted at
enthusiasts with a good understanding of 6502 assembly language.
The package contains three main functions: geoAssembler (reads
source text from a geoWrite document), geoLinker (accempts link
structure from the geoWrite document and reads relocatable object
modules produced by geoAssembler) and geoDebugger (interactive
symbolic debugger).
geoProgrammer is available through Berkeley Softworks, 2150
Shattuck Ave. Berkeley, CA 94704. Or call: (800)443-0100.
FLEET SYSTEM 2+
X rofessional Software Inc. has released Fleet System 2+ , for the
Commodore 64. In addition to the features found in the Fleet System
2 program, such as a 90,000 word dictionary, 80 column preview and
mail merge, Fleet System 2 + offers on-screen word wrap, an
integrated thesaurus for synonyms and antonyms, cut and paste,
multiple disk drive support and a free Fleet Filer database program.
Fleet System 2 - retails for $59.95. For more information contact
Professional Software Inc., 51 Fremont Street, Needham, MA 02194. Or
call: (617)-444-5224.
FREE LAN
FILE SERVER
FOR AMIGA
\J Ltd. has released a
preliminary version of its SCSI-
based Local Area Network to the
public domain. Amiga owners
may now connect several
machines to one mass storage
device (hard drive, CD ROM, etc.),
free of charge. The file server
requires use of the SCSI
host/controller which is supplied
on all C Ltd. hard drives (also
available separately). The file
server is already on CompuServe
in the Amiga Forum area (data
library #DL-11 Search: "Multi-
user), Customers may download
the program and documentation
at no extra charge.
For more information about
the LAN File Server contact
C Ltd, 723 East Skinner, Wichita,
Kansas 67211, Or call: (316)-
267-7322.
EARTH ORBIT
STATIONS
ill lectronic Arts has released
EOS: Earth Orbit Stations, a
strategic simulation based on
NASA's space development plans
for the next 50 years. Earth
Orbit Stations puts players in
charge of building and managing
space stations throughout the
solar system, ultimately leading
to the search for alien life.
There are seven different game
scenarios which can last from
two to forty hours. Up to 39
different modules such as
shuttleports, space telescopes
and chemical labs can be used to
construct an infinite variety of
stations. You can invest station
profits in research for new
technology or commercial
ventures.
For more information contact
Electronic Arts, 1820 Gateway
Drive, San Mateo, CA 94404. Or
call: (415)-571-7171.
Continued on pg. 12
10 OCTOBER 1987
The best just keeps getting better!
At first it was just the best professional football game around.
Now we've expanded it by adding disks that add a new
dimension to the game. It moves you from the Super Bowl to
the sidelines of the regular season. From the best to the
baddest, we're challenging your coaching skills and getting you
to create that great "what-if" game or run a league in which
one team can defeat another team on any given Sunday.
THE SUPER SUNDAY LINEUP
Super Sunday Deluxe Edition: Contains 38 Super Bowl Teams, plus
6 pre-Super Bowl Championship teams. Also has an accelerated
Autoplay feature that plays a complete game in three minutes with
all statistics. With the 1986 Season and GM disks, (each sold
separately) you can run your own league solo, playing a week's
worth of games in one hour, and then coaching your own team in
Super Sunday's solitaire scenario!
The 1986 Season Disk: NEW! For high drama the last season cannot
be beat. Can you take Denver all the way! Was Chicago a one-
season fluke? Indianapolis couldn't have done any worse, could
they? Take over as head coach of any of the 26 regular season
teams and decide for yourself. Also available: 1984,
1985. and Champions disk.
The Office of the General Manager: The GM Disk— NEW!
You have NEVER seen anything like this! It doesn't
just create new teams and save statistics. It prints
out everything, including team rosters, so you can
handle your own draft. You can even create league
standings to record wins, losses and
points scored, and name it after
yourself and your buddies! The GM
disk uses easy-to-read menus, and
can move from Super Sunday to the
office and back in minutes.
Super Sunday Game Disk: $35.00
C= « IBM CGB req'd
1984, '85, '86 Seasons: $20.00
Cs ^ IBM CGB req'd
GM Disk: $30.00.
C= 4 only
Full-screen
re-enactment
of all your plays!
1 or 2 players.
= SWEEP top
= OFF TACKLE TOP
> sweep ratio*
I o OFF TACKLE bottom
= N P«*l
i a SI FULL OK BAIL
■ FKLS 60AL
I * PUHT
All the statistics
for 38
Super Bowl Teams
. SK0P.T PASS
- LONG PUSS
• FLIT PISS
/ LHUnil ILITT
/ t - topolb mion m = 8 re = j
I l a TOP IL(/*LIP,E»SONS PMal «■*
i • unoa >li imucs »«-« »«J
j > BOTTOM 0LI CAA30NS M»< PR*1
".< HTi
5 ■ BACK T W1HBCB ON SEWEll
6 - BACK I WTLLHITE OR LING
<■ TH tfl Fill PMTEil Jit
'-'»»" '.IK I ■ STK 0B LASHER
I
M0BLET OR KILT
B • SE JACKSON OH S11PSC
: - FL1 WATSON 0R.I0M1S0N
a a FI3 JOHHSOF,
T'aoemafk names 'or interrtanQiai Business Macn.nes Ape's Comguters
COAimooors 9uii'WS5 Machines
DIVISION OF MONARCH AVALON. INC
4517 Harford Road • Baltimore. MD 21214
301-254-9200
Available at leading game and computer stores
... or call Toll Free 1-800-638-9292 for
ordering information. Ask for operator CGW10.
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
BLUE POWDER RSVP
GREY SMOKE
B,
Hla
Jalph Bosson's Blue Powder
Grey Smoke is the latest Civil
War command and strategy game
from Garde Games of Distinction.
The game has been designed with
an eye toward entertainment and
graphics action, featuring a
zoom-in for close-up movie-style
combat display. Mechanics are
joystick-controlled with on-
screen menus, which frees you to
concentrate on strategy and
tactics. Blue Powder Grey
Smoke combines the excitement
of action simulation with the
depthofawargame.
Blue Powder Grey Smoke is
now available on the Commodore
64 and 128. For more
information contact Garde
Games of Distinction, 8 Bishop
Lane, Madison, CT 06443. Or call:
(203)-245-9089.
COMPUSERVE
PRODUCT
ALLOWS FOR
GRAPHICS
EXCHANGE
Us
i sers of incompatible
microcomputers can exchange
high resolution graphic images
with a new file format introduced
today by CompuServe Inc. The
Graphics Interchange Format, or
GIF (pronounced "jif "), allows
for the exchange of high
resolution graphic images
between microcomputers
without regard to hardware
compatibility. Typical uses of GIF
will include the exchange of
lue Lion Software recently
introduced BSVP a program
designed to test and expand your
knowledge of manners. You can
be tested either through gameplay
and simulation or simple question
and answer sessions on a choice
of topics.
The game option starts you at
the bottom of the ladder in your
chosen career. You must work
your way through a series a
interactions that require know-
ledge of manners and propriety.
The more formal learning mode
allows you to choose a category or
country and be quizzed on the
subject.
BSVP is available on the
Commodore 64 and 128 for $29.95.
For more information contact
Blue Lion Software, PO Box 650,
Belmont, MA 02178. Or call:
(617)-876-2500.
diagrams, charts and graphs,
illustrations, computer art
images and digitized
photographs. The GIF programs
and sample files are available
through the hardware forums on
the CompuServe Information
Service that correspond to the
computer models utilizing the
GIF format, and in other
CompuServe forums, including
the Picture Support Forum
(PICS).
CompuServe has placed the GIF
protocol into the public domain
but retains copyright on the
encoders and decoders provided
by the company. For more
information contact CompuServe
Inc., 5000 Arlington Centre Blvd.,
PO Box 20212, Columbus, OH
43220. Or call: (614)457-8600.
PRESIDENT ELECT —
1988 EDITION
Otrategic Simulations Inc. has revised and updated their computer
game, President Elect — 1988 Edition. The game matches up
candidates and situations for the 1988 elections and determines the
likely winner (it accurately predicted the outcome of the
Reagan/Mondale race three years before the election). In a recent
simulation, George Bush defeated Albert Gore by a landslide. If you are
interested in changing history, the game can re-create any of the
elections from 1960 through 1984.
President Elect — 1988 Edition is available on the Commodore
64 and 128. For more information contact Strategic Simulations Inc.,
1046 N. Rengstorff Ave., Mountain View, CA 94043. Or call: (415)-964-
1353.
CHUCK YEAGER
ADVANCED FLIGHT
SIMULATOR
Jli lectronic Arts has announced Chuck Yeager's Advanced Flight
Simulator. The program was co-designed by General Yeager and
includes his flight trianing and aeronautic expertise. The program
uses a super-fast frame rate which lets you experience the thrill of
mach speed flight. Three levels of General Yeager's personal onscreen
instruction are featured: basic flying skills, advanced maneuvers like
aileron rolls and hammerhead stalls and acrobatic stunts. Also
included is a Test Pilot option which offers a selection of 14 classic
aircraft, from the Sopwith Camel F-l to the Bell X-l, plus three
experimental planes.
Chuck Yeager's Advanced Plight Simulator will be available for
the C-64/128. For more information contact Electronic Arts, 1820
Gateway Drive, San Mateo, CA 94404. Or call: (415)-571-7171.
DAN DARE:
PILOT OF THE FUTURE
ill lectronic Arts has released Dan Dare: Pilot of the Future, a
game based on the adventures of the famous comic book character
from England, Dan Dare is the first product in the Amazing
Software line, a new line of entertainment software targeted
specifically at action-adventure, arcade-oriented game enthusiasts. In
this episode, Dan Dare finds himself searching for his friends Digby
and Professor Peabody, imprisoned on a deadly atomic asteroid which
is hurtling toward Earth. Our hero must stop the asteroid, rescue his
friends from the evil Mekon and his gang of Treen thugs, and
ultimately save Earth from impending destruction.
Dan Dare is available on the Commodore 64 and 128 for SI 9.95. For
more information contact Electronic Arts, 1820 Gateway Drive, San
Mateo, CA 94404. Or call: (415)-571-7171.
Compiled try James Esch
12 OCTOBER 1987
review The Future!
mmmmi wmmm ®m$m
?t?$Bl
J •+
Stealth aircraft . . . the hottest topic of discussion in aviation circles tod
Space age technology and engineering make these aircraft virtually
undetectable by enemy radar. Stealth fighters are believed to now be
operating from top secret military bases, flown only on the most sensitive
missions and only by the most experienced pilots.
Precise information about this next generation
of Air Force jets is highly classified. But exten-
sive research has enabled the aviation experts
at MicroProse to incorporate the potential
design and performance characteristics in a
powerful new simulation.
Slip into the cockpit of PROJECT: STEALTH
familiarize yourself with the advanced "heads-up <
sophisticated 3-D out-the-cockpit view. At your disposal is a dazzling
array of state-of-the-art electronics, weapons and countermeasures.
But remember, flying a stealth aircraft takes more than just fighter pilot reflexes.
The real challenge is mastering the jet's electromagnetic profile to avoid enemy
radar, while executing a deep-strike mission into North Africa or conducting delicate photo reconnaissance over Eastern Block
seaports. Also featured are carrier and land-based takeoffs and landings, as well as land, sea, and air targets and threats.
PROJECT: STEALTH FIGI combines the combat action thrills of the best-selling F-15 STRIKE EAGLE with the
sophisticated flight environment pioneered in GUNSHIP. Add the danger and suspense of clandestine missions in an
innovative "invisible aircraft" and you have PROJECT: STEALTH FIGHTER, the latest flying challenge from MicroProse!
PROJECT: STEALTH FIGHTER is available from a "Valued MicroProse —
Retailer" (VMR) near you. Call us lor locations!
For Commodore 64/128, IBM-PC/compatibles and Apple ll/e/c. Call or
write for specific machine availability, and for MC/VISA orders if product
not found locally.
Compiled by Louis F. Sander
■■■■IMIHI
If you have a tip or short program to share with other readers,
write it up and send it in. One trick per sheet of paper, please.
We pay from $10 to $50 for each item we use. Send them to:
Louis F. Sander
P.O.Box 101011
Pittsburgh, PA 15237
Enclose a self-addressed stamped envelope and we'll send you a
Hint Writer's Guide. Readers outside the U.S. may omit the
stamp.
All about the reset button: Here is a summary of the important
features of this sometimes mysterious control for the 64 and
128. The information presented is based on years of personal ex-
perimentation with many different computers, but due to peri-
odic ROM changes, your own machine may perform a bit differ-
ently.
The 128's reset button is on the right side of the computer,
next to the main power switch. The 64 comes without a reset
button, but many 64 owners have installed one by plugging it
into an external port. There are four common connection points
on the 64,
Between pins 2 and 6 of the serial I/O port: Get a plug to fit the
port and connect a normally open pushbutton between these two
pins. Identify the proper pins by looking for the tiny numbers
molded into the plastic part of the connector. Be careful if you
use published diagrams for the connectors, because they don't
always say which end of which connector they depict. Diagrams
in Commodore manuals usually show the solder terminal end of
the male connector.
Between pins 1 and 3 of the user I/O port: Follow the instructions
above. Be careful, because it's easy to insert your connector up-
side down, putting your switch across the wrong two pins. If you
can get a polarizing key for your connector, you can avoid that
possibility.
Between pins A and C of the expansbn slot: Be extra careful that
you use the proper pins, since Commodore diagrams sometimes
identify' them differently from the industry standard. Many peo-
ple use a discarded cartridge to house this type of reset button.
Across capacitor C34 inside the computer: It's been reported that
some of the above connections won't work on 64's made since
late 1984. If your warranty has expired, you might try this in-
ternal connection. C34 is a 0.1 microfarad capacitor located near
pin 8 of the 556 timer chip installed in location U20. Connect
your button across its two leads.
When you press the reset button, the computer behaves al-
most as though you turned it off and then back on. I say almost
because turning the power off erases everything in memory,
while using the reset button only resets part of memory. Using
the reset button also saves wear and tear on the power switch
and many internal components.
Essentially, pressing the reset button activates the routines
which set the computer's memory to its power up condition. Lo-
cations below the start of BASIC are initialized, as are the I/O
locations in high memory. Zeroes are put into the three lowest
positions in BASIC'S user area, but other memory locations are
left alone.
Here are the most important effects of this process:
The computer is removed from any lockups, endless loops, or
other undesirable states which may exist.
All peripherals on the serial bus are reset. This often corrects
lockups and other problems having to do with the disk drive,
printer and modem.
Memory locations below the BASIC program area are re-
stored to their power up values. This disables any machine-lan-
guage programs that might be in use, even though the pro-
grams themselves may still remain in memory. It also clears
the cassette buffer, erasing any machine language stored there
and resets the 128's function keys to their power up definitions.
All memory-mapped I/O locations are returned to their power
up values. This resets screen colors, special graphics modes, the
SID (sound) chip, and so on.
Your BASIC program remains in memory, but because point-
ers have been reset and the zeroes have been inserted, the com-
puter cannot find it. Later on, we'll show how to resurrect the
program on the 128. On the 64, you will have to use an UN-
NEW program.
Machine language in the BASIC program area is untouched,
as is any machine language in the 64's protected area from
49152-53247 decimal.
The 128's high-resolution graphics screen is preserved, except
that the first three bytes are changed to zeros and the GRAPH-
IC 0 mode is invoked.
On the 128, several other keys will modify the computer's re-
sponse in very important ways if pressed when the reset button
is pushed.
If the Commodore key is held down when the reset button is
pressed, the computer will go into 64 mode and any programs in
memory will be lost. If you have a 1571 disk drive, it will recog-
nize only the first side of any disk it may contain. You can use
both sides in 64 mode by resetting in 128 mode, then entering
GO 64 and responding YES to the prompt.
Continued on pg. 16
14 XTOBER 1987
Give your commodore
a fleet to command!
Fleet System 2 + and 4 are powerful, easy to use and
inexpensive. Both Fleet System 2+ for your Com-
modore 64 and Fleet System 4 for your Commodore 128
include an Integrated Dictionary and Thesaurus.
The 90,000 Word Dictionary is the largest and fastest
available for the C64/128 and will spell check a ten page
document in just 45 seconds. There's even room for an
additional 10,000 "Custom" words! The Integrated The-
saurus provides thousands of synonyms ("like" words)
and antonyms ("opposite" words) instantly!
Fleet System 2+ and 4 have many other attractive
features such as: Extra Text Areas, Mail Merge, Preview
Fleet
i Filer
.Fleet -|fe
Fleet >S
System 4 ^Hr
rtw war OMMwdorv 13S ^1.
" ^l""" 1
"A" Rating.
- Run Magazine, March, 1987.
Function and the ability to Insert, Delete and Move Text
easily.
Now Fleet System 2 + and 4 are easier to use than ever!
You'll find it much easier to use your C64 with such Fleet
System 2+ features as: Pop-Down Menus for easy access
to all functions, Ability to Cut and Paste by words, sen-
tences or paragraphs, Built-in Disk Utilities and enhanced
printer support.
If you are a C128 user, Fleet System 4 offers such powerful
features as: Help Screens, Ram-Expansion Support, and
On-Screen Bold and Underline in Preview to Screen.
Fleet Filer with Fleet System 2 + and 4 at no extra cost!
Fleet Filer is a super-fast, menu-driven database that
handles up to 5,000 records and 20 text or numeric fields.
In addition, Fleet Filer will sort records and input/output
information to Fleet System 2 + , 4 and most major word
processors. Fleet Filer can also be purchased separately
for only $39,95.
For more information, or the name of the dealer nearest you
call: 1-800-343-4074.
m
AP3.
S7995
PSI
Professional Software, Inc.
51 Fremont Street
Needham, MA 02194
(617) 444-5224
Fleet System 2 + , 4 and Fleet Filer are designed and written by Visiontronics Group Inc.
Cammodre 64 and 128 are registered trademarks of Commodore Electronics Ltd.
Tips & Tricks/64 and 128
Continued from pg. 14
When entering 64 mode by using the reset button, be sure to
keep the Commodore key pressed until you see the 64-style mes-
sage on the screen. If you let it up too soon, you could return to
128 mode.
If the STOP key is held down when you press the reset button,
the computer will be reset to 128 mode, but with the machine-
language monitor active. BASIC is not initialized, so if there is a
128 BASIC program in memory at the time of the reset, it will
still be accessible at this time. To find it, enter X to exit the
monitor, then do a list to see your program. As you can see, us-
ing stop with the reset button can be very useful for uncrashing
BASIC programs in 128 mode.
Even though it doesn't disturb BASIC, this method, like the
others, returns the function keys to their power up values.
Surprisingly, the stop/reset combination also calls the moni-
tor from 64 mode, although it's not 100% useful. You can use the
monitor to examine or change 64 memory locations, and even to
save blocks of memory to disk or tape. But you can't use the X
command to exit from the monitor, so you're stuck there until
you use the reset button again.
Louis F. Sander
Pittsburgh, Pennsylvania
Reading protected directories: On some protected disks for the
64, the directory is protected from being listed. You can often
overcome this protection by putting the computer into 128 mode
and using the DIRECTORY command, Sometime you even get
a message in addition to the directory— my X-15 Alpha Mission
game displays a message about hackers when the above process
is carried out.
Dwaine Shank
Damascus, Maryland
First program on disk: I often like to use a menu program
which lists the disk directory and lets the user easily choose his
program. Although this menu program is the last one saved on
the disk, it's best to have it as the first one in the directory,
where it can be loaded with the asterisk wildcard or by using the
128'sRUNkey.
With a little advance planning, it's easy to put the menu pro-
gram in the first position on the directory. When I format a new
disk, I immediately write a dummy program consisting of just a
line number and a colon. I save it with a name like PLACE-
HOLDER, and of course it goes into the first position in the di-
rectory. When Fm ready (much later) to save my menu pro-
gram, I scratch PLACEHOLDER and save the menu program.
Its directory entry takes the place of that for PLACE-
HOLDER— first in line in the directory.
Marvinl
Q-Link
Great programs: If you enjoy my personal contributions to this
column, you should look into my software library on the Q-Link
on-line service. It contains dozens of programs which I've found
useful or amusing over the years and Fve polished up for all my
friends on Q-Link.
There are numerous utilities included, as well as games of all
sorts. There's even a very nice BASIC tutorial adapted from one
for the very early PETs. Most of the games are simple ones us-
ing keyboard graphics and BASIC. Most of the utilities are in
machine language. Several of the programs are greatly en-
hanced versions of ones you've seen in this column.
To find my library, get into the Commodore Software Show-
case and select Special Edition Software. The menus will guide
you from there.
Louis F. Sander
LouSanderl
Pittsburgh, Pennsylvania
Lullaby: This program for the 64 or 128 will play a well-known
lullaby by Johannes Brahms.
Joseph R. Charnetski
Dallas, Pennsylvania
10
REM I
jULLABY - JOSEPH R. CHARNETSKI
20
R=54272:FOR J=R TO R+23:POKE J,0
:NEXT
30
POKE
R+5,10:POKE R+6,9:POKE R+24,15
40
FOR J=l TO 51: READ P , T :CK=CK+P+T
50
POKE
R+l,P:POKE R+4,33
60
FOR S=l TO T*128:NEXT:POKE R+4,32
70
FOR D=l TO 64:NEXT:NEXT:POKE R+24,0
80
IF CK01976 THEN PRINT"DATA ERROR"
81
DATA
31,2,31,2,37,8,31,2,31,2
82
DATA
37,8,31,2,37,2,50,4,47,6
83
DATA
42,2,42,4,37,6,28,2,31,2
84
DATA
33,8,28,2,31,2,33,8,28,2
85
DATA
33,2,47,4,42,2,37,4,47,2
86
DATA
50,8,25,2,25,2,50,8,42,2
87
DATA
33,2,37,7,31,2,25,2,33,2
88
DATA
37,2,42,4,31,2,37,8,25,2
89
DATA
25,2,50,8,42,2,33,2,37,8
90
DATA
31,2,25,2,33,4,31,6,28,2
91
DATA
25,8
Space Harrier hints: Since this is my favorite game, I've done
some research and found some pokes that might be fun to use.
Here's how.
Load the program, and when the READY prompt appears,
enter
POKE 1011,243 : POKE 1012,252 : RUN
Press the RETURN key to load the next part. When it has load-
ed, enter: POKE 816,167 : POKE 817,2 : POKE 2096,248 :
POKE 2097,252 : SYS 2061 When the computer resets, make
any of the following pokes:
POKE 53277,3
POKE 14212,234
POKE 7673,0 to 15
POKE 7797,0 to 15
— Gets rid of all poles
— Speeds up the game
— Changes shoe and jacket color
— Changes trouser color
When everything is finished, enter SYS 2128 to start the game.
Unknown Contributor
Dubai, United Arab Emirates
Better labels: It's often difficult to get labels to print on a word
processor or database program, since these applications are ori-
ented to full-size sheets of paper. Often, changing the program's
sheet size will let it work easily with your label stock. Many la-
bels are one inch high and hold six lines of printing. For these,
just set your page size to six, and watch how things improve.
In PaperClip, the command to send is PP6:PG5. Other word
processors will have similar commands.
Andre Leduc
Ontario, Canada Continued on pg. 118
16 OCTOBER 1987
From Writing Your Own Programs to
Modifying Existing Software, Here's the New,
Easy, and Low Cost Way to Unlock the Secrets
of Your Computer
Whether you use computers for business, for personal
applications, or for fun, off-the-shelf programs will never do
everything you want them to do for you. That's because they
were written by programmers to satisfy what they perceived
as the needs of the greatest number of potential
users — often missing some or many of your
specific needs.
That's why McGraw-Hill's new Contemporary
Programming and Software Design Series teaches
you how to create your own software . . . either
from scratch or by making key modifications to
existing programs.
There is nothing magical about it. You learn the
process of building a computer program step-by-
step with McGraw-Hill Concept Modules sent to you one at a
time, once a month. Each of the ten modules in the Series takes
you through an important step in the development of the
structure and detailed logic of a program, including testing,
debugging, and documentation.
Unique Interactive Hands-On Instruction
Each module includes an easy-to-understand guide PLUS a
5!4" floppy disk containing typical programs and interactive
instruction that you can run on Commodore 64 and 128 computers, IBM
PCs and PC compatibles for hands-on experience.
In the first Module, for example, when your sample program (Declining
Interest Loans) appears on your screen, you'll find errors on certain pro-
gram lines. You'll also see that the program is only three-quarters completed.
Now comes the fun part. You'll discover
how this program is built, and in the process
you'll learn how to identify and correct
errors. And by the end of Module I,
you'll actually have completed this
program yourself.
But there's more. Special graphics
on your screen work in conjunc-
tion with the accompanying guide
to amplify, illustrate, and deepen
your understanding of software
design principles.
The Crucial 95% — Learn the Foundation of Computer Programming
While the Series includes interactive disks that run on specific computers, everything
you learn you can apply to any language or machine. Why is this possible? Because
McGraw-Hill knows programming is far more than coding a program into the computer
using a specific language. In the real world of computers, 95% of the programming pro-
cess is carried out using design techniques that are independent of specific language or
machine. It is this crucial 95% that you thoroughly understand and master in the Series.
Make no mistake. Almost all books and courses on "programming"
teach you only the final 5% of the total programming process-
namely, how to code in a specific language . . . information of little
value if you don't know how to reach the point in the programming
process when you are ready to code.
With the Series, however, you'll learn to create your own programs
from scratch, even modify off-the-shelf programs. You'll learn enough
BASIC and machine language to get you started on the remaining
5% of the programming process.
Build Your Own Personal Software Library
The sample programs you work with throughout the
Series are excellent learning tools. But they're more than
that. By combining the sample programs onto one master
disk, you'll have the start of your own personal software
library. In addition to the programs you've written and
modified throughout the Series, you'll also receive dozens
of the most popular public domain and user-supported pro-
grams, such as data base manager, word processor, calen-
dar generator, appointments reminder and much,
much more.
15-Day No-Risk Trial
To order your first module without risk,
send the card today.
Examine the first module
for 15 days and see how
the Series will help you
make your computer do
^ exactly what you want
it to do!
If someone has beaten you to the card, write to us for order-
ing information about the Contemporary Programming and
Software Design Series.
m
McGraw-Hill
Continuing Education Center
3939 Wisconsin Avenue
Washington, DC 20016
■
WE'VE BLOWN THE COMPETIT
Simulation animation and 3D nr*ir
graphs tedinologies kconsed Irom SubLOGIO
^^"— d- 128" Computers
F0r Commodore 64
Up Periscope!, the new state of the
art in submarine simulation! Blow-
ing the competition out of the water
with superior combat strategy and
tactics courtesy of Captain John
Patten, USN (Ret.). With true
animated 3D graphics courtesy of
SubLOGIC. Up Periscope!,
generations ahead of the pack!
- $29.95 -
Better Engineering at a Better
Price
Compare hits for yourself!
Up Periscope! Silent Service
Fire 10
Fire 13
Suggested Retail Price
3-Dimensional Graphics
Number of Scenarios
Split-Screen Views
Reality Levels
Radar Screen
Accu-Sound '" realism
Torpedo Types
Auto or Manual Torpedo Launch
Time-Day-Month-Year Selection Capability
Zoom Feature
Submarine Strategy & Tactics Manual by John Patten, Capt. USN
(Ret.)
Auto-Load Feature on C12B
No
7
No
NO
Map or
Ship Views
Map View
Only
Joystick Required
N RIGHT OUT OF THE WATER!
And don't forget ThunderChopper!
For true helicopter action and
realism, nothing else even comes
close. ThunderChopper in-
corporates the most advanced
graphics, flight systems, and game-
playing factors to provide a sensa-
tional balance of strategy and fun.
% 1987 ActionSoft Corporation
3D graphics and special effects courtesy
SubLOGIC Corp.
Commodore 64 and Commodore 128 are
trademarks of Commodore Electronics Ltd.
Apple II is a trademark of Apple Computer,
Inc.
IBM is a registered trademark of International
Business Machines Corp.
£«££-£;££ «-s.*logic
So.:
See Your Dealer...
Or write or call for more information.
Up Periscope! and Thunder-
Chopper are available on disk for
the Commodore 64/128, Apple II,
and IBM PC line of personal
computers for the suggested retail
price of $29.95. For direct orders
please specify which computer ver-
sion you want. Include $2.00 for
shipping (outside U.S. $6.25) and
specify UPS or first class mail
delivery. Visa, MasterCard,
American Express, and Diners Club
charges accepted.
"GENERATIONS AHEAD IN STRATEGY ACTION SOFTWARE"
201 WEST SPRINGFIELD AVENUE. SUITE 711
CHAMPAIGN. IL 6 1 820 (21 7] 398-8386
Compiled by Tim Jones
Welcome to Amiga Tips and Tricks. Each month, we will offer a
series of tidbits, teasers and short programming examples for
using and programming the Amiga. In this installment, we look
at the Workbench and its associated functions.
If you have an item that you would like to submit for use, you can
send it to:
Commodore Amiga Tips
651 Outrigger Dr.
Deltona,FL 32738
Items should be to the point, but describe your point completely.
We welcome game tips and program usage tips as well as the
type of items in this installment. If we use your hint, tip or pro-
gram example, we will pay between $10 and $50.
Workbench Directory Creation and Copying: If you are prepar-
ing a disk for use as a files disk and you wish to place directories
on it, you should copy the 'EMPTY' directory from your Work-
Bench disk to create new directories, or drawers. To do this, open
your Workbench disk and then open your files disk. Click on
and hold the EMPTY directory drawer icon of the Workbench
disk and drag it across to your files disk. Once the drawer is cop-
ied, you single click on the EMPTY icon on your files disk and
select RENAME from the Workbench menu. Enter the name
that you wish to use for the newly created directory. Now you
can copy and move files to the new disk using the Workbench.
Dave Tillop
Orlando, FL
Multiple Copies of the SAME Directory: If you create a new
disk and then create directories on that disk by copying the
EMPTY drawer to it, you will find that the drawer icons will all
appear in the same place on the display when the disk is opened,
To remedy this you must manually select each drawer and drag
it to a new location. Then, while it is still selected, use the
SNAPSHOT function in the Special menu to write its new loca-
tion to disk. This must be done for each drawer that you wish to
move.
Steve O'Conner
Pease AFB,NH
Adjusting Workbench Drawer Contents: If you play with the
contents of the various directories or drawers of your disks, you
will probably create quite a mess on your screen that can make
it very difficult to access the files that you wish to use. If you
have just opened a disk or drawer, you can use the CLEANUP
option of the Special menu to straighten out the display. The key
is to use CLEANUP as soon as you open the disk or drawer as
any changes you make to the display will disable the
CLEANUP option. CLEANUP will place the the icons in a
manner that it assumes is orderly on the display. This may
mean that some of the icons will be out of the window display
area of your disk or drawer. If this is so, you can resize the win-
dow so that most or all of your icons are showing.
In the case of a disk which uses custom icons that are larger
than usual, you may have to manually place these icons by
clicking and dragging them to suitable positions.
In either case, once you have the icons placed and the window
sized the way that you want it, you must update the .info file on
the disk that you are working on. This is done using the SNAP-
SHOT option of the Special menu. SNAPSHOT, however, only
works on icons that are selected. So, you must select ALL of the
icons that you wish to place as well as the drawer or disk icon so
that all of the information is written out to the disk.
To do this, use the SHIFT key in combination with your
mouse to select multiple icons. While holding down the shift
key, move to each icon in the window and click once. After all of
these icons have been selected, (still holding down the shift key)
click on the drawer icon (if it's a drawer) or the disk icon (if it's a
disk). Once all the selection is done, select SNAPSHOT from the
Special menu and the locations and window size will be written
to the appropriate .info file(s).
Tim Jones
Deltona, Fl
Opening and Closing disks: Most people don't have any use for
the OPEN and CLOSE commands in the Workbench menu be-
cause double-clicking and close gadgets are simpler to use. Nor-
mally, selecting an icon, pulling down the menu and selecting
an option is too cumbersome. However, by using the SHIFT key
to select multiple disks or drawers, you can open or close
them all at once. The OPEN command will attempt to open any
disk, drawer or task (program) just as if you double-clicked on it.
The CLOSE command will only work with disks and drawers.
Jim Gracely
Commodore
.INFO files...WHAT are they?: If you normally use the Work-
bench while operating the Amiga, but move into the CLJ envi-
ronment once in a while, you may notice a bunch of files that
have the same name as the actual files on the disk but with .info
appended to them. These are the files that contain information
for the Workbench environment and tell the Amiga what type of
file it is (Disk, Draw (Drawer), Tool, Project or Garbage!, what
the deletion status is (Protected or Deletable), and, in the case of
Tools, how big the stack should be and any default settings to
use when entering the program. If the file is a Project, it will in-
clude information concerning the Default Tool (which program
Continued on pg. 78
20 OCTOBER 1987
The pros may
be the best, but
these players are definitely
the baddest.
Presenting the Street
Sports™ Series from Epyx.
In Street Sports Basketball,
you'll shoot hoops in dingy
alleys. Playgrounds. Parking
lots. Occasionally, even the
toughest^ players
the neighborhood.
There's hot shooters
and slow dribblers.
Team players and
show-offe.There's guys
who can shoot the eye
Som$fimes it's best to
take a pass.
score —well, maybe if s
time to take up bridge.
Introducing Street
Sports Baseball.
It's not going to
be as simple as you
thought to be the
suburbs (have fun drib-
bling on the lawn).
You'll pick
your three-
person
team from
10
Stnicr that somrMv
just ftntr second but,- Funny.
it ttus here a minute ago.
out of a needle at 20 feet. And
guys who couldn't sink one if
they were sitting on the back-
board. Pass on the run. Get
that big man on the inside. Let
Joey pop 'em from the comers.
This is -^£:Q real street
- ""strategy. Take
a hook shot. A tip-in.
Bounce the ball off the chain-
link fence, then go for the
basket Or power through a
slam dunk.
But don't dribble in the oil
slick. And for heavens sake,
watch out for windows.
It's not like any basketball
game you've ever played on
a computer. But just
like every basketball
game you've ever
played for real.
"ANOTHER HIT
If s bottom of the ninth.
Batter's 0 and 2. The
first on your block.
After all, you'll have to cope
with makeshift diamonds,
bases made from spare tires
and trashcans, bushes, rocks,
even squealing cars.
Not to mention 16 neighbor-
hood players. Each with their
own personalities and skills in
pitching, hitting and fielding.
With the right combination,
you could be the champs.
With the wrong combination,
the chumps.
You'll pick the place. The
team. The positions. The strat-
egy And then, you'll be right
in the middle of it all. With a
split-screen view from above
and up close.
It won't be easy
But it's right up
SOFTWARE REVIEWS'
Reviewed by Scott A. May
Parallax
Computer:
Commodore 64
Publisher:
Mindscape
3444 Dundee Road
Northbrook, IL 60062
Medium:
Disk
Price:
$29.95
Parallax is a tightly constructed high-
speed shoot-'em-up and puzzle-solv-
ing contest for one player. As the game
begins, you and four fellow astronauts
have arrived on an alien world, separated
within the planet's five horizontal re-
gions— Alpha, Beta, Gamma, Delta and
Epsilon. The planet teems with hostile
aliens, directed by a massive computer in-
telligence. You discover the computer is
passing information through the zones,
preparing an attack on earth. Your mis-
sion is to advance through each zone, lo-
cate your allies, and destroy the central
computer before it is too late.
lb gain passage to higher levels, you
must decode a five-letter password for that
zone. This involves accessing the central
computer through remote terminals locat-
ed in each zone. When the correct pass-
word is entered for the fifth level (Epsi-
lon), the centra] computer will self-
destruct. Your final task is to reach the
Intergalactic Teleport and exit to safety.
The action is viewed from above your
spacecraft as it skims the alien landscape.
Surface features include strange floating
platforms containing runways, gun tur-
rets and assorted alien structures. The
overhead 3D graphics are not just an illu-
sion, however. Open areas between plat-
forms allow you to fly beneath the surface.
Use it as the quick escape from surface
conflict, but be aware of other aliens who
inhabit the sub-level. A geometric cross-
hatch, visible through gaps in the plat-
forms, moves in counterpoint to your
ship's direction, further giving the effect of
3D depth.
The central computer's remote termi-
nals are housed in hangars, scattered
about the platforms on each level. To ac-
cess a terminal, you must land your ship
and enter each hangar on foot. Once in-
side, the screen displays an enlarged over-
head view of the room. The contents of
each hangar usually include various com-
puters, robots and alien scientists.
Your job is to find alien scientists, steal
their data cards, and insert them into the
Your job is to find alien scientists, steal their data cards,
and insert them into the remote terminal.
remote terminal. Each valid data card
will reveal one letter of the secret pass-
word. One shot from your laser pistol will
stun the scientist and two will vaporize
him, so be careful. Your ship's computer
stores letters of the password as they are
found.
The first scientist you encounter is con-
sidered kidnapped and will accompany
you throughout the zone. Although there
are dozens of remote terminals in each
zone, only one will accept the complete
password. The password is entered by the
kidnapped scientist, who must be drugged
to cooperate. Upon success, the scientist is
transformed into one of your allies, who is
considered rescued. You may then pro-
ceed to the next zone. Exiting a zone with-
out the password will destroy your ship
and end the game.
Included with the game is a quick refer-
ence card detailing important joystick and
keyboard commands. There are three
joystick modes used in the game — one for
flying, another when grounded and one
for moving around on foot. The act of pi-
loting your spacecraft is the game's only
weak point, due to an inverted directional
design. Other keyboard commands allow
you to raise/lower your landing gear, turn
the ship's shields on and off, view your
collected data cards and passwords, and
pause/resume the game.
In flight you are constantly reminded of
your ship's oxygen, fuel and damage
points. Damage is inflicted by alien fire,
running into structures and attempting to
land on a rough surface. Shields will pro-
tect you from aliens but cause the ship to
consume fuel more quickly.
Data cards taken from scientists can
also be used to gain credits from computer
bank terminals in some hangars. These
credits can in turn be used at computer
shops — also located in several hangars —
to buy additional oxygen, fuel and ammu-
nition. Run out of fuel or oxygen and the
game is over. High scores are saved per-
manently to disk.
As you advance to higher levels, the
challenges increase proportionately. Alien
ships increase in volume and combat ac-
curacy, and the landscape develops deadly
new dimensions. Black holes allow you to
increase your speed, helpful for escaping
aliens and flying through traps. Hyper-
space ports randomly transport your ship
to another location on the same level.
The game's colorful, high-tech graphics
are superb. The excellent use of shadow-
ing gives every form a solid, textured ap-
pearance. The animation is spotless and
the background music is both inspiration-
al and unnerving.
Parallax is a prime example of the qual-
ity software imported by Mindscape. This
is state-of-the-art arcade fare you will
thoroughly enjoy. a
22 OCTOBER 1987
m-*81!^^^
iJ
cm addition3'
, ee you. Dealer- F°'tl0n or
5e,ducr order.09 ^aletnea-est
lPG*§.
113 6d9'
-7.4983
SOFTWARE REVIEWS"
Reviewed by Jack Emberly
Building
Perspective
Computer:
Commodore 64
Publisher;
Sunburst Communications
39 Washington Avenue
Pleasantvffle. NY 10570
Medium;
Disk
Price:
$59.00
Grades:
4-Adult
Recall the annual staff photo? Three
rows, shortest in the front, average in
the middle, tallest in back. We easily see
5-foot Miss Jones in front of Mr. Brown at
5'8 and Mr. Draft at 6'2.
Building Perspectives is similar to this
with two exceptions. Firstly, buildings re-
place people, and secondly, the photogra-
pher has perversely hidden some short
structures behind taller ones. Our task is
to reveal the heights of all the towers in a
3x3 building array, using "front," "back,"
"right" and "left" perspectives. We may
remove buildings to see what stands be-
hind them but this will not produce the
whole picture. Sound challenging? It is,
especially when working with 4x4 and 5x5
arrays.
Problem solving software is becoming
the best single activity for developing the
"critical thinking" skills. This fine pro-
gram will test "spatial" thinking while ex-
ercising Bloom's thinking "skills," and Po-
lya's 4-step thinking "strategy."
Here's how it works. Firstly, choose the
array size. My students started with the
BACK
UIEU
Pre;,', RETURN to continue.
easiest, a 3x3 array. A random configura-
tion of buildings was loaded in. Our op-
tions now are to "view," "remove," "pre-
dict," or "give up."
Cursoring to front view brought forth a
colored diagram of buildings seen from
head on. To our far left we saw a tower of 9
blocks. We knew 2 more towers hid be-
hind this one but couldn't see them since
buildings of 1 to 9 blocks would be con-
cealed by the first 9-block structure. Only
a left view could reveal all 3 towers in this
left row. Before utilizing left view we set-
tled on two "thinking" strategies suggest-
ed for visualizing the array. First, on
worksheets provided, we listed the heights
of all towers discernable from a front view
only. Next, using interlocking unifix
blocks we constructed a model of these
towers in correct positions.
Still using the front perspective we
could see a middle tower of 6 blocks in the
first slot and a 9-block tower behind that.
Perhaps the 9-block tower seen occupied
the second of three positions in this row,
but possibly a tower shorter than 6 blocks
hid in the second spot. Only removing
blocks or viewing from different angles
would reveal the truth.
Still from the front, the far right showed
a 2-block structure in the first position
and an 8-block structure behind. Again,
since a 1-block or 2-block structure could
be hidden behind the first tower, we held
incomplete data for this row of the array.
A left view now provided additional in-
formation. Using this data we deduced
part of the remaining unknown. A right
view would now reveal the remaining
towers. We could leam the truth as well
by "removing" a tower in the front.
Electing to remove we determined the
complete array. Now cursoring to "pre-
dict" we entered the tower heights in a
screen graph of the array and were con-
gratulated for a correct solution.
Arrays of 4x4 and 5x5 are even more
challenging. In these the 4 views reveal
towers around the perimeter but not the
internal bowers. Here, with more possibili-
ties, the positions of towers is the major
challenge. There is a constant need there-
fore to analyze and synthesize facts to de-
termine remaining tower heights.
How delighted Bloom would be with
this thinking skills activity. George Polya
would appreciate the demand to deter-
mine the problem, plan along specific
thinking strategies and check results.
The package includes program disk and
backup, and vinyl binder containing step-
by-step procedures, teacher objectives and
support activities. Several challenging fol-
low-up activities for paper and pencil en-
courage students to experiment at con-
structing arrays of their own. Q
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The time: 1400
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m
SOFTWARE REVIEWS"
Reviewed by Mark Cotone
World Tour
Golf
Computer:
Commodore 64
Publisher:
Electronic Ails
1820 Gateway Drive
Sail Mateo, CA 94404
Medium:
Disk
Price:
$29.99
Most professional sports have strict
guidelines governing the legal pa-
rameters of their play. The distance from
first to third, end zone to end zone, and ba-
seline to baseline will always remain con-
stant no matter what park, stadium or
court you happen to visit. But golf is dif-
ferent. The only requirement in the
course design of this sport is that each
hole contain a flat tee-off area (a begin-
ning) and a groomed putting surface (an
end). That's it.
Course architects are allowed to let
their creative, masochistic spirits run wild
as they shape and manicure the contours
of the land to produce a wide variety of
imaginative playing fields. Each hole be-
comes a singular puzzle that requires a
specific strategic attack. This innovative
diversity of design, one of the strongest
lures in the game of golf, is the basis for
Electronic Arts' World Tour Golf.
Here is a golfer's fantasy, a chance to
swing down the {airways and hack
through the roughs of the game's most re-
nowned and distinct courses. And it can
all be done without the usual annoying
play restraints like nasty weather, impa-
tient crowds and exorbitant greens fees.
Tee-off time is whenever you please. In
the way of preparation, the program sim-
ply asks that you specify the size of your
party and outline the attributes of each of
the players. Every World Tour golfer is
rated according to club distance, hitting
accuracy and overall handicap. At the be-
ginning of the round, the unbiased pro-
gram creates everyone equal. From there,
depending upon personal skill and experi-
ence, players are given the option of ad-
justing their surrogate's characteristics to
either reflect their golfing ability (fat
chancel or the masterful talent they
wished they possessed. Once this personal
tinkering is complete, it's off to the links.
Trying to decide on which golf course to
Swing down the
fairways and
hack through the
roughs of some
of the game's
most renowned
and distinct
courses.
play might be the toughest part of this
whole contest. Electronic Arts' menu of
possible selections reads like a list of
famed PGA tournament sights. Eighteen
of the world's finest courses are captured
on disk, covering such U.S. greats as Peb-
ble Beach, Augusta and Shinnecock Hills,
along with a few overseas favorites, like
Japan's Hirono and Scotland's revered St.
Andrews, And if you're in the mood for
something a little less familiar, World
Tour also provides seven fictional courses
to test your drive, ranging from the whim-
sical Goofy challenge, where a smile and a
sense of humor are necessary prerequi-
sites, to the damp and difficult Davy
Jones layout, where rubber boots and a
snorkel are suggested equipment addi-
tions.
An elaborate split-screen display is
used to depict all the golf action. The left
half gives a birds-eye view of the entire
hole and its immediate surroundings.
Your ball, represented by a small white
dot, is accompanied by a movable cross
hair, which can be used by the player to
help aim his shot. The right half of the
screen is again divided. The top quarter
acts as a message board, where all the
specifics of the upcoming shot are dis-
played. Pertinent factors such as the lie of
the ball, wind conditions, distance to the
green and current score are all posted.
The remaining bottom section of this
side gives a low angle three-dimensional
view of the links, a perspective reminis-
cent of the one utilized by Access's Leader
Board. From a position behind and slight-
ly above your surrogate, you look out over
the picturesque landscape that makes up
the chosen course.
The graphic representations of the golf-
er and his environment are realistic and
vividly detailed. Groomed blankets of
green grass, beach-size bunkers and crys-
tal blue streams compose the plush fair-
ways. Out in the rough, weeds, trees,
boulders, lakes and hills are among the
obstacles that are set to add quick
strokes to your scorecard. And off in the
distance, a motionless flag stands alone,
patiently waiting for your inevitable
approach. When you finally reach the
green, both sides of the visual display
switch over for some isolated putting
closeups so that you can better follow the
fitness work of the player as he tries
to tap his ball into the cup.
Your player's golf bag contains a full as-
sortment of clubs. Three woods, ten irons
and a putter are packed and ready, pro-
viding all the weapons needed to tame the
terrain. As in real life, swinging your club
requires smooth, coordinated movements,
an exercise which is accurately simulated
using a screen device called a Swing Me-
ter. Appearing in the lower right-hand
comer of the display, it looks like a sort of
faceless clock, complete with its own vari-
ation of a sweep second hand.
By pressing the firebutton at the appro-
priate times, the player tries to set the
strength and accuracy of the golf shot by
stopping the quick moving hand as it
crosses certain designated areas on the
meter. Your on-screen character will then
stretch into a fluid backswing and uncoil
Continued on pg. 82
26 OCTOBER 1987
Use The brains your Commodore
Wasnt Born With.
Right at your fingertips
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Our Commodore Forums involve
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An H4R Block Company f ~J& C&
SOFTWARE REVIEWS-
Reviewed by Gary V. Fields
Graphics
Integrator 2/
Graphics
Galleria
Computer:
Publisher:
Medium:
Price:
Commodore 64
Inkwell systems
PO Box 85152 MB 290
San Diego, CA 92138
Disk
$29.95/$24.95
You are probably asking yourself,
'What the devil is a Graphics Inte-
grator 2 and why should I care?" I can an-
swer the first question easily, but you'll
have to decide on your own if it is a tool
you would care to add to your C64 work-
shop.
In the years since the introduction of
the C64, more than a few graphic pro-
grams have been released. Only the best
have survived — because they had fea-
tures appealing to the end user. But un-
fortunately, with few exceptions, the
graphics created with or developed for one
program were useless on another. This
thorn, caused by the lack of a standard fil-
ing format, has caused suffering for the
users of more than one graphic program.
Unlike other industries which have
agreed upon a uniform standard, the C64
graphic producers have never settled
upon the best way to store graphics.
While the people at Inkwell have not es-
tablished a standard, they have done the
next best thing. Graphics Integrator 2
makes it possible to convert graphics cre-
ated by one product so they can be used by
all the other popular graphic programs
now on the market. Wait, I know what
you are thinking. You're saying "that
sounds great but if Graphics Integrator 2
is marketed by Inkwell, you probably
have to own their Flexidraw lightpen to
use it." Wrong. While a lightpen can be
used to activate the program's options it is
only an option. All of Graphics Integrator
2's options are just as easily picked via the
keyboard.
Why would you ever need Graphics In-
tegrator 21 Perhaps you've owned and
used Doodle! (a joystick based graphics
program) for years, but have recently pur-
chased GEOS and have fallen in love with
Graphics Integrator 2 makes
it possible to convert
graphics created by one
product so they can be used
by other graphic programs.
geoPaint and geoWrite. Over the years
you have created some pretty impressive
graphics which you would like to incorpo-
rate in a geoWrite document. Or perhaps
you are now editing a school newspaper
using The Newsroom. Maybe a couple of
the students helping with the publication
want to contribute cartoons; one using Su-
per Sketch and the other using Print
Shop's graphic editor. How do you convert
those graphics into files The Newsroom
can digest? Before Graphics Integrator 2
you were just out of luck. Either you had
to manually recreate those graphics or
forget them. Now all you have to do is boot
this program, follow the on screen instruc-
tions and as soon as the disk has stopped
spinning the graphics are converted to
Newsroom or GEOS formats.
To make it easy to use, the program is
. broken into five modular programs which
are selected from one menu. The menu op-
tions are: "Image Conversion," "Picture
Printout," "Paperclip File Creator," "Slide
Show" and "GEOS." To select an option
you simply press the keyboard number it
represents (or if you are using a lightpen,
point to the box following the option). A 46
page manual comes with the program
disk, but with few exceptions it is not
needed because the on screen prompts are
clear and nearly fail (not fool ) proof.
The workhorse option is the Image Co-
version module. It is here that files cre-
ated by one graphic program are convert-
ed so they can be used by another. After it
is selected a second screen will list the new
options: "Load Hires," "Load Multicolor,"
"Load Graphics" or "Color Printer Driv-
er." This is one of the few times you'll need
to refer to the manual; it lists which pro-
grams use which type images. For in-
stance, say you want to convert a graphic
created with Print Shop for use by Flexi-
draw. All you would need do is select
"Load Graphic." Another menu will ap-
pear listing the different programs by
name, which Graphics Integrator 2 can
handle. Again, you make a selection by
pressing the keyboard number corre-
sponding to the option you want. All the
modules follow this logical, easy to use, se-
quential method. When graphics are se-
lected, they will appear on the screen so
you can confirm that it is the drawing you
want or return to the previous menu so
you can select another. This step-by-step
selection scheme is perfect for those with
or without computer expertise. I've
worked with dozens of utility programs
which did wonderful, useful jobs, but none
have been easier to use than this. This
module design does have one drawback in
that to move between modules you are
forced to wait while the original options
menu is reloaded into memory. This delay
can be a bit frustrating if you are convert-
ing several graphics designed with several
programs. Still it sure beats redrawing ev-
erything just to transport it from program
to program.
The "GEOS" option converts graphics
created by Doodle! to the GEOS format or
the other way around. On first reading
this may sound like only Doodle! graphics
can be used. But that's not true since
! Graphics Integrator 2 can convert any file
to the Doodle! format. Apparently pro-
: gramer Dwight Phillips thought it easier
i for you to do a little extra work than re-
code the different modules. Since the in-
convenience to the user costs only a few
minutes, I didn't judge this omission ob-
jectionable.
Two options, "Slide Show" and "Picture
Printout" have nothing to do with conver-
sion of files between formats, but were ap-
parently included in hopes of making the
package more appealing to the buyer.
It works. Slide Show allows the user to
create an impressive onscreen graphic
show using the drawings, pictures, charts,
etc., stored on a file disk. Once the user se-
Continuedonpg, 101
28 OCTOBER 1987
irir- jf r'fTr-'"!-'- rfcanp-**Jh?
1 41 ft%l fS^.fo . £=UrL i .** 41 % ». M ■
SO REAL IT HURTS
GFL Championship Football™
The way computer football should be.
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Other football games put you in the grandstands,
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helmet at an angry linebacker headed straight for
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With GFL Championship Football,'" you've got
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No other football simulation gives you so many
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• In-ihe -helmet perspective puts you at ground
r,FL rHAMriONSHir
FOOTBALL
level on the playing field.
• Scrolling-screen animation moves you up and
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• Realistic sound effects let you hear everything
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• Team selection screens allow you to set the play-
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Whether you're taking on bone-crunching action
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Available now for (he Commodore 64/128, IBM PC and Tandy 1000, Apple lie, He, Amiga, Atari ST and 100% compatible computers.
Look for Activision products at your local software dealer.
Or you can buy by mail at suggested list price by calling 1-800-227-6900.
vwmmsftwmmM
MSM
Amiga screen
Commodore 64-12N screen
i^% V^% i^k t^\ l^
*'•» -V'r *<r *"r »'i
Commodore M-I2S screen
Commodore M-L2H screen
MMfSOff*
Games! iw
irademark
is, a irademark of Acfiyisiim Inc. Commodore 64. 12K and Amiga are irademarks of Commodore Electronic* Limited. tBM PC is a irademark of International Business Machines Corporaiion Tandy If .
■IKOt landy Corporation. Atari and ST are trademarks uf Alan Corporation. Apple is a trademark of Apple Computer Activision is the registered trademark of AtUvjsion Inc. C 1986 Acitvision Inc
SOFTWARE REVIEWS'
Reviewed by Russ Ceccola
Shanghai
Computer:
Commodore 64
Publisher:
Activision
2350 Bayshore Parkway
Mountain View, CA 94043
Medium:
Disk
Price:
S29.95
Shanghai is the award-winning game
from Activision based on the ancient
Chinese game of Mah-Jongg. In it there
are 144 tiles of visually different suits ar-
ranged in a dragon-shaped pyramid from
one to five stacks high. The object of the
game is to remove tiles in matching pairs
until all are gone or you cannot match
any more tiles.
The tiles are divided into three suits,
plus Dragons, Winds, Seasons and Flow-
ers. The suits are Dots, Bam and Craks.
The suits make up the bulk of the 144
tiles in the formation, with four of each
tile in the stack. Each suit consists of a
characteristic figure and one of the num-
bers from one to nine, making up 108 suit
tiles in all. There are twelve Dragon tiles:
four each of the White, Red and Green
Dragons associated with one of the three
suits.
Sixteen Wind tiles, four Season tiles
and four Flower tiles make up the rest of
the stack, with different matching proper-
ties assigned to each. All tiles are
matched with an identical one, except in
the case of the Seasons and Flowers. Any
Flower tile can be matched with any other
Rower tile, even though they look differ-
ent. The same goes for the Seasons.
Other than this rule, one needs to re-
member only that a tile has to be com-
pletely free to be removed. A free tile is
one that is on a higher level than its im-
mediate neighbors to the left or right. In
other words, a tile can be removed if it can
be slid out of the stack to the left or right.
By using the joystick to point the on-
screen cursor at a tile and clicking the
button, you select a tile. Find a matching
one and you're two tiles closer to winning
the game.
one and you're two tiles closer to winning
the game.
The player removes matching tiles from
the board by highlighting both of them
and then choosing the REMOVE option
from the on-screen menu at the bottom of
the screen. A quicker way to remove the
pair is to click the joystick button twice
Shanghai
is probably one
of the most
addictive games
to come along
since Zork.
when selecting a tile that matches the tile
already highlighted.
By playing the game you already have
succumbed to the automatic lulling effect
that Shanghai exhibits on the player. Fo-
cusing entirely on the screen and the goal
of a completely decimated stack, you just
can't help being caught in the web of re-
laxation that Shanghai spins. You can let
the mind wander while playing Shanghai
because the bulk of the game relies on vis-
ual recognition and unthinking move-
ments of the joystick.
Addictiveness enters into play after the
first session of Shanghai. If you play a
random dragon formation rather than one
of the saved formations that has a solu-
tion, you probably won't remove all of the
tiles. Randomness easily causes necessary
tiles to be placed innocently at the bottom
of a tall stack of tiles, far beyond the reach
of the matches that you have at your dis-
posal. This loss to the "dragon" only pro-
vokes another go at it. You play again and
again and soon find that an hour or so has
passed and all prior memories have left
your mind.
Based on the Oriental game of Mah-
Jongg, a game played on long voyages
and in the 1920!s Prohibition era,
Shanghai does Mah-Jongg one better.
The original game was similar to gin rum-
my, with four players trying to make a
hand from the removed tiles. Designer
Brodie Lockard took a new approach, with
the goal of Shanghai being to remove all
of the tiles from the screen.
There are four modes of play which add
to the attractiveness of the Sfmnghai
package. Solitaire mode is for one player
with no time limitation on the game.
Team Effort allows any number of players
to take turns in finishing a game. Tourna-
ment mode allows any number of players
to compete in removing the most tiles
from the stacks. The top five scores are re-
corded to the disk. Finally, Challenge
mode puts a time limit on finding a
match, while limiting the game to two
players. The players take turns in work-
ing on the same dragon formation and fin-
ish their turn by removing two tiles or
running out of time. The player who has
removed the most tiles at the end of the
game is the winner.
These playing modes offer spice to
Shanghai, while other options in the
Continued on pg. 32
30 OCTOBER 1987
INTRODUCING The Adventure-Simulation... Action,
Role Play, Drama And Intrigue. . . MicroProse PRESENTS
<H
BWE8I
From the award-winning
creator of SILENT SERVICE
and F-lSSSmHE EAGLE
Join us, mate, for an expedition into one of the most
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new adventure-simulation that will challenge your skills
while it captures your imagination!
You are cast in the leading role as privateer captain,
criss-crossing the Spanish Main, supping into ports as
needs or opportunities require but always relishing your
return to the freedom of the open seas!
PIRATES! ™ is a unique blend of your favorite software
gaming features all in one package. It wea\es together the
excitement of arcade-style action, die challenge of simulation
decisionmaking, and the interactive storyline of a text-
adventure. And, in the standard of all MicroProse software,
PIRATES!™ is designed to give you hundreds of hours of
stimulating game play!
D-64 graphics shown;
Actua. screens ntayvan,.
ACTION. . . ship battles, land conquests, fencitig and sailing
STRATEGY. . . plundering, trading, negotiating and forging alliances
GOALS. . . treasures, romance, status, power and prestige
NEW EXPERIENCES . . . explore acn as a map of the entire Caribbean
EXTENSIVE GRAPHICS. . . over 70 different scenes and pictures
EXCITEMENT, . . triumphs and tragedies, victories and defeats
PIRATES!™ is available from tout fovorite 'Valued MicroProse Retailer"
(VMR). Call us for the VMR nearest you!
IMC
t»l" =y,MD21030'(3Q1|77M151
Versions planned tor Commodore 64/128, IBM PC/PC Jr. and compatibles. Apple B-r-We, and Alan XUXE.
Call MicroProse for speck machine availability Suggested retail pnee only $33 .95. Commodore, IBM, Apple
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Software Reviews/Shanghai
Continued from pg. 30
menus offer help. A PEEK command al-
lows you to remove tiles without matching
them, yet you automatically lose the
game. FIND shows you all available
matches, and UNDO replaces as many
pairs of tiles as you want back to the
stack. Games may be saved midway for
play later, and there is a good selection of
saved formations on the disk that can be
won for those in need of encouragement.
All options are chosen with the joystick.
Shanghai offers so much to the gamer
yet takes little effort to enjoy, The simplic-
ity of play, coupled with the variety of
ways to tackle a dragon formation, is a
breath of fresh air in a software world
dominated by true-to-life simulations and
100-page manuals. Just remember to go
first for those four tiles that block most of
the formation and you can't go wrong!
Lockard Interview
I recently had the pleasure to speak
with the designer of Shanghai, Brodie
Lockard, a man as interesting as the
game. Lockard is 26 years-old and lives in
Redwood City, California. At nearby
Stanford University he designs education-
al software for use in university class-
rooms.
Originally introduced to Mah-Jongg by
a friend, Lockard thought that a variation
of the game would translate well to a per-
sonal computer. After a year of weekends
and evenings devoted to the design, the
result was Shanghai. The success of
Shanghai has made all of Lockard's
efforts worthwhile. The end result is
personal satisfaction for Lockard in his
first attempt at entertainment software
programming.
What makes Lockard's design even
more remarkable is the fact that he is a
quadraplegic. Injured in a varsity gym-
nastic accident while an undergraduate,
Brodie fought against his paralysis and
overcame his disability by using talents
that most of us will never use. Lockard
programs with a mouthstick and a spe-
cially designed headset which hooks up to
his computer. Despite Brodie's accident,
his programming talents and penchant
for personal computers have outshined his
disability and have established him pro-
fessionally in software design.
Ceccola: Brodie, tell me about your back-
ground and how you got interested in
computers.
Lockard: I was always interested in
Mathematics and English in high school
and really didn't get interested in comput-
ers until I was in college. I started out as
an English major and realized after a
while that it might be tough to find a job,
so I started looking around for something
that might be more marketable. I took
one programming class and liked it a lot,
so I took one or two more and did some
programming the summer before my acci-
dent. After the accident it was something
I could still do. Programming motivated
me and gave me something I could look
forward to every day. Programming took
my mind off my disability and gave me
the incentive to get out of the hospital.
Ceccola: How long did it take you to get
out of the hospital? Did you get more seri-
ously involved in programming while
there?
Ijockard: I was in the hospital for nine
months and actually was able to do some
work on the Plato system from Control
Data Corporation. One of the company's
sales representatives lent me her own ter-
minal for several months of my stay in the
hospital. When I started classes again
after the nine months, Control Data Cor-
poration lent me another terminal that I
could use at home. I used the system
throughout the rest of my years in school
and it influenced me a great deal in that I
could do things I hadn't thought I would
be able to do. Specifically, I decided to do
my graduate work in Interactive Educa-
tional Technology, since the Plato system
is an educational one.
Ceccola: Let's talk about Shanghai now.
How did you get interested in Mah-Jongg,
the idea behind Shanghai!
Lockard: I really only played Mah-Jongg
twice — at a friend's house. It's a lot more
complicated than Shanghai, more like
gin rummy. I enjoy playing it, but I
didn't think it was easily adaptable to a
computer.
Ceccola: So you developed Shanghai from
the basics of Mah-Jongg?
Lockard: Not really. A friend showed me
how to play Shanghai before it had a
name, about seven years ago. We actually
played with tiles that were stacked,
and I thought it would work great on a
computer.
Ceccola: What actually prompted you to
go ahead and decide to design a video
game?
Lockard: I had been thinking about it for
a while, and after designing a successful
version on the Plato system I thought
about designing Shanghai on personal
computers that most people might have. I
wanted to do that for a while but had no
experience in programming micros. When
I started working at Stanford, I was able
to use a Macintosh and decided that the
machine would be a great one to start on.
Ceccola: How did you develop a relation-
ship with Activision?
Lockard: When I was looking for a job in
early 1985, one of my resumes made its
way to Brad Fregger at Activision. He
called me up and said "Let's talk about
software." We did and he told me that if I
ever had any ideas to give him a call. I
had just started on Shanghai and really
didn't know how it was going to turn out
or if I was even going to finish it. In De-
cember- I had a nearly finished product
and called Brad. He was interested and
quickly got other people at Activision in-
terested and gave me hints on how I could
enhance the game.
Ceccola: Shanghai took away most of
your free time for a year or so. How diffi-
cult was it to devote all of that time and do
you ever regret it?
Lockard: I definitely do not regret the de-
votion I gave to Shanghai. It's true that it
did take most of my time to design the
game, but at the end of the year I could
look back and say that I had really accom-
plished something that year. It gave me
something to look forward to whenever 1
had a little free time.
Ceccola: Do you have any tips for playing
Shanghai?
Lockard: There is a fair amount of ran-
domness involved in the game, so a lot of
luck is necessary. I also included some tips
in the Strategy section of the manual for
Shanghai. These cover most of the rules
that I play by.
Ceccola: There are different tile configu-
rations that come on the Shanghai disk,
with names such as Summer, Crak's Row
and Many Winds. What do these names
mean?
Lockard: We tested each of those saved
configurations to make sure that all tiles
could be removed and then gave them a
name based on the tiles that are showing
or those that are key in winning the
game.
Ceccola: What can you tell us about any
nature designs that you may have in the
back of your head?
Lockard: The best I can say is that I have
a few really good ideas. I wish I could say
more, but I haven't been actively pro-
gramming anything new, and ideas are
all that are available right now.
Ceccola: If the right idea came along,
would you jump right in or would you take
your time to finish the design?
Lockard: I don't think I'd waste time but
rather go full force at any project I had in
mind. That's the way to get things done! a
32 OCTOBER 1987
ON DISKETTE EVERY MONTH.
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SOFTWARE REVIEWS"
Reviewed by Gary V. Fields
Perspectives II
Computer:
Commodore K4
Publisher:
KIRA Corp.
P.O. Box 129
Kutztown, PA 19530
Medium:
Disk
Price:
$59.95
Perspectives II is a different kind of
graphic program for the 64. Unlike
most other drawing programs which dis-
play two dimensional drawings, this one
constructs three-dimensional graphics.
Plus, once drawn, the objects can be rotat-
ed and tilted so you can display them from
any imaginable view point. An option is
also included for drawing in stereo, so the
graphic will appear to project out into thin
air if you view it through a pair of those
old red and green 3-D movie glasses.
With Perspectives II you can draw any-
thing from a simple box to a complex
spaceship in three-dimensional perfection.
Once finished, you can rotate and view
the object from any distance, angle or ele-
vation using any combination of colors. If
you are satisfied with the drawing you can
either save it on disk for future use or
dump it to a printer for hard copy.
A constant status line displays four
categories: HELP, SYSTEM, 3-D AND
DISK. When the on-screen arrow is point-
ed to one of these words and you activate
the pointing device (e.g. click the mouse,
press the joystick's fire-button >, a window
will open listing the options available. Ac-
tivating HELP does just that — lists help-
ful instructions on how to use each of Per-
spectives II's options. The DISK window
allows you to take care of disk house-keep-
ing chores like formatting a disk and ren-
aming or scratching files. The SYSTEM
and 3-D windows are where all the fun
and power is found.
Objects are created by activating the 3-
D window. The first option listed is called
DRAW. When it is activated the screen is
divided into equal quadrants. Three of the
quadrants show the object you are draw-
ing from above, face on and from the side.
The fourth quadrant displays the status of
the lines being drawn. This is where Per-
spectivesll differs greatly from most draw-
ing programs.
Most graphic programs would allow you
to simply point where you want a line to
begin and then stretch the line across to
where you want it to end. Most also sup-
With Perspectives II
you can draw any
thing from a simple
box to a complex
spaceship in three-
dimensional
perfection.
port options which quickly draw circles,
boxes and rays. Perspectives II includes
none of these. Because the objects drawn
here have not only surface dimensions but
depth as well, you must construct lines
differently. The designers decided that the
easiest way to do this was to have the user
pick three reference points (X,Y and Z) for
each line. Because the screen displays
your drawing from above, front and one
side, when you decide where a point will
appeal- on the top, you also have to decide
where it begins and ends on the front and
side \iews. The X and Y coordinates pin-
point where the line begins in one view,
while the Z coordinate spots the same
point in depth. You select these points by
increasing the number value beside the
letters X, Y and Z and as you change the
value with your input device, the line is
drawn automatically on the screen. This
means you draw three views of the object
simultaneously. Lines can be drawn con-
tinuously or have different origin points
and can be shown as solid or broken lines.
Broken lines would normally be used to
display interior detail which could not be
seen from the outside, like supports,
shelves, etc.
After you have drawn an object, you can
view it at any distance and from any an-
gle by selecting the Change View option.
The easiest way to understand this option
is to visualize yourself as floating in space.
You would then have the freedom to view
an object also floating in space at any dis-
tance and from any angle above, below or
behind. If you are using Perspectives II to
design objects which you intend to con-
struct, this option gives you a chance to
spot design flaws and correct them before
wasting material and time. You can also
dump each view to a printer for hard copy.
Thus you could view the object from one
angle, dump in to your printer, then ro-
UttWIfl
PIPMEEfi
SOrTHRRE
IMC,
E
1
PERSPECTIVES \
II I
i 30 5V!j I f M |;'t
J TI1MV rHUMrn FR ■ ^ ^ ^i
^J n 1 1 T D C BV
fl0H"HUN BUTTERS
tate it and dump the new display.
A Film Studio option lets you create
"film strips" with your drawings. With it
you can design an object, capture it in
memory, then move or rotate the object
and capture the new view in a different
memory location. Each view can then be
recalled sequentially and quickly, which
makes the object appear to rotate, move
and change like characters in a television
cartoon. The film strips can also be saved
to disk and are perfect for display pur-
poses or video illustrations.
The System functions allow the user to
save screens, dump information to a print-
er, change the size of the display, select
the input device and custom select printer
combinations.
Drawings can be created using either a
joystick, mouse, light pen or Koala Pad.
This means you are free to use the device
you find most comfortable. I personally
prefer a light pen, but I tried all the de-
vices (except the Koala Pad) and found all
worked well. ,
The printout option supports most
printers including Commodore, Prowriter,
Gemini, Legend, Okidata, Panasonic, Ri-
teman, etc. and the more popular inter-
faces. I also found that it worked perfectly
with my old NEC 8023 printer (even
though it is not on the support list) when
the Prowriter option was selected.
This is one product (unless you are an
architect or engineer) you probably won't
be able to master simply by trial and er-
ror. If you want to use Perspectives II be
prepared to not only read the manual, but
to study it from table of contents through
to the last page of the glossary.
Perspectives II is impressive looking,
but the question you need to answer is,
"what use is it to me?" The first time I
powered up Perspectiivs II I was remind-
Continued on pg. 82
34 OCTOBER 1987
". **V.«
J^SE**^
«**£*• *53 .
£«*' ,...vs. 8*
KAau** ^ <-.-;> --:; v
»«55**!?
SOFTWARE REVIEWS'
Reviewed by Mark Cotone
Fleet Filer
Computer:
Commodore 64
Publisher:
Professional Software
51 Fremont Street
Needham, MA 02194
(617H44-5224
Medium:
Disk
Price:
$39.95
What makes this file system so fleet?
The secret can be found in the pro-
gram's design, an increasingly popular ar-
rangement in which all data, including
the program itself, is stored in computer
memory. This type of RAM warehousing
makes informational access extremely
fast, since no time is wasted going back
and forth to disk every time you need to
search for or add to an individual record.
You simply load the entire data base into
memory at the beginning of your work
session, make all the necessary observa-
tions and adjustments, and later save the
file back to disk in one quick operation.
The obvious pitfall to this storage de-
sign is the disastrous effect a power fail-
ure would bring about, since everything
in memory would then be irretrievably
lost. So, even if you keep up on your elec-
tric bill and stay out of lightning storms,
the more cautious of you will still want to
save your files a couple of times during
any extended stint — just to be on the safe
side.
A quick look under this package's hood
uncovers some impressive stats. A Fleet
Filer record can contain up to 255 charac-
ters divided among a maximum of 20
text/numeric fields, with a file holding up
to 5,000 records at a time. Of course, this
final figure is advertised to represent the
program's maximum load, but even with
practical sized records cutting that num-
ber in half, there's still a fair share of
available space — more than suitable for
most home applications. To help you keep
track of how quickly you're reaching the
memory limit, there's an on-screen
counter tallying how many records you've
already accumulated, along with an ac-
companying meter gauging the number of
screen characters still available. If you
find that space is getting scarce, files can
then be subdivided and saved to disk un-
der separate titles.
Fleet Filer's operational speed is perfect-
ly complimented by a menu-driven design
Fleet Filer's speed is com-
plimented by a menu-driven
design that puts the pack-
age's quickness to good use.
that puts the package's quickness to good
use. All the major features needed to keep
your files neat and organized have been
included and can be accessed with a single
keystroke.
When trying to define a database struc-
ture, users will surely appreciate this pro-
gram's flexibility. To allow maximum
data compression, the text field length has
been left open-ended and may contain as
many letters, numbers or punctuation
marks as desired so long as it does not ex-
ceed the character limit of the record. Nu-
meric fields, designated as such when cal-
culations, searching or sorting of num-
beric data is anticipated, can extend up to
5,000,000,000, with a maximum of two
decimal points allowed. If you ever find
that the parameters of the program need
to be amended, a separate command has
been included to make deletions, addi-
tions and changes of field names a simple
chore.
Utilize the search and sort functions of
Fleet Filer and you'll really see it strut its
stuff. Both operations Eire performed al-
most instantaneously, a far cry from the
old whirling disk exercises we've all wait-
ed through in the past.
Search strings can be based on the cri-
teria found in any number of fields ap-
pearing on the screen. Aside from the
more direct search operations, where the
program will riffle through the files to
find a specific woid or name. Fleet Filer
also performs partial searches. The equals
sign can be used as a wild card symbol, so
that " = may" will recognize "Mayflower,"
"/nayhem" and "mayor" as matches, and a
single unknown character can be replaced
with a question mark, so that "s?n" will
match "Sunday," "sincere" and "arson." It
is also possible to search according to logi-
cal criteria, with the < and > symbols
used to find characters or numbers small-
er than (before) or greater than (after) a
specific point.
Using the sort function is like having
the world's most competent file clerk on
call, one who will quickly group your re-
cords in ascending or descending alpha-
betical or numerical order at a moment's
notice. When the command is actuated,
all the field names will appear on-screen.
You then designate which ones will be the
keys to your sort, listing the criteria in or-
der of consideration.
When it comes time to obtain a printed
copy of one's records, the user is responsi-
ble for setting the parameters of Fleet
Filers output, designating everything
from page length to the number of spaces
skipped between records. With a dozen or
so design variables available, a full array
of formats can be constructed.
This process of personal page construc-
tion, although very accommodating, is the
most involved section of the program, and
might tend to be a bit confusing for the
uninitiated. Professional Software pro-
vides some assistance with clear docu-
mentation and on-screen messages to help
pull you along. Still, a user may experi-
ence an initial period of struggle until the
function becomes familial'. But in the end,
it's a small price to pay for the formatting
freedom that will soon have you creating
just about every page design you could
possibly need.
While it's easy to be drawn to Fleet
Filer's quick and simple style, users are
certain to be equally impressed with this
package's thoroughness. For example, the
user's manual not only gives a clear and
complete introduction and instructional
rundown, it also provides a ten-page step-
by-step tutorial overview of their pro-
gram, just in case you're new to the data-
base field and need an initial orientation
lesson.
For those of you who own any of the
Fleet System word processors, you will be
happy to know that data and information-
al files can be created on any of those pro-
grams and still be used with this data
base. It's a great time-saving option if
you're trying to merge a list from the Fleet
Filer into a personalized letter in Fleet
System or almost any other program, for
it can all be done without any retyping of
data. This attention to detail — that little
extra effort that facilitates operations for
the filing fingers — is the type of package
addition that can quickly build an appre-
ciative audience.
With Fleet Filer, users can experience
the best of both worlds. By delivering blaz-
ing speed without sacrificing program
power, this fast and efficient package will
make short work of all your filing needs. Qj
36 OCTOBER 1987
Introducing
BASIC 8
By Lou Wallace & David Darus
At last, you can unleash the graphics potential of your
Commodore 128 to achieve performance which rivals that of
16-bit micros! Imagine your 128 (or 128-D) producing
resolution of 640 x 200 in monochrome and 640 x 192 in 16
colors without any additional hardware. Sound impossible?
Not with Basic 8, the new graphics language extension.
Basic 8 adds over 50 new graphics commands to standard
C-128 Basic. Just select one of many graphics modes and
draw 3-D lines, boxes, circles and a multitude of solid
shapes with a single command. We've even added
commands for windows, fonts, patterns and brushes.
To demonstrate the power and versatility of this new
graphics language, we have created Basic Painl, a flexible
icon-based drawing application. Written in Basic 8, Basic
Paint supports an expanded Video RAM (64K), RAM
Expanders, Joystick and the New 1351 Proportional Mouse.
Also included is an icon-based desk-top utility which
provides quick and convenient access to each of your very
own Basic 8 creations.
All this graphics potential is yours at the special introductory
price of $39.95. The package includes Basic 8, Basic Paint,
the desk-top utility, a 180-page manual and a run time
module. (80-Column RGB Monitor Required)
Mail your order to:
Computer Mart. DepL G • 2700 NE Andresen Road • Vancouver, WA 98661
Phone orders welcome: 206-695-1393
Same day shipping/No C.O.D. orders outside U.S.
CHECKS, MONEY ORDERS OR VISA/ MASTERCARD.
PLEASE NOTE: Free shipping & handling on all orders • C.O.D. add $3.00
to tolal order • Ail orders must be paid in U.S. funds.
"ly S(t.]
i\ HI
Complete Package
$39.95
*Details inside package
1-800-331-7054
1-800-233-6345
CC/V4PLTEE
VICE
now COMPUTER VICE joinswith S & S Wholesalers
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CM 5139.90
1571 Disk Drive $23990
1541 Disk Drive 5189.90
NEW128D SCALL
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MPS 1200 Printer $239 90
C1351 Mouse $3990
VIC 1525 Graphics Printer .. . S1 1 9 90
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C1902 Monitor $28800
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A1080 Color Monitor 5369.90
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NEC 1 225 COLOR 51 24.90
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C1902A RGB COMP S26600
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Assembler Monitor
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w/Spell Check $37/7
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ADVENTURE ROAD
Nikademus
Gets Nasty in
Phantasie III
News and opinion from a leading
explorer of those fantasy realms
called adventure games.
I must have slain 10,000 monsters since
January, but every time I turn around
there's another ore swinging a broadsword
in my face or an evil wizard throwing ev-
erything in the spell book at me. Just
when I thought I'd cleaned up the lands of
Gelnor and Ferronrah in Winston Doug-
las Woods' Phantasie I and Phantasie II,
he sends me packing to Scandor. This
time my target was Nikademus, the main
source of evil in this fantasy world.
While I faced Nik's henchmen in the
first two games, in this one I had to track
down and defeat the wayward wizard him-
self. Besides exploring Scandor and its
dungeons, I journeyed through the Planes
of Light and Dark, and the Third Level of
the Netherworld (the first two levels were
part of Phantasie II). You can use charac-
ters developed in either game or start
with fresh ones. Starting with fresh ones
is better since existing characters lose
most of their abilities and gold.
Though there were few changes be-
tween the first and second games, Phanta-
sie III profits from several enhancements.
Fans of the series will be ecstatic to hear
that the program's time-consuming rou-
tine for distributing items, weapons and
gold — which forced you to reassign every-
thing owned by the party in order to trade
even a single weapon or other object from
one member to another — has been re-
placed. Now you can trade things directly
among the characters.
A more radical invention surfaces in
the expanded combat system. Besides los-
ing hit points, a character might suffer
damage to one of six body parts. A stick
figure shows the condition of each charac-
ter's arms, legs, head and torso. When
sliced with a broadsword, he may lose an
arm as well as some hit points. In that
case, he may not even be able to continue
the fight. Body parts, besides being da-
maged or chipped off, may also be broken.
Monsters suffer body damage, too.
There are only two new spells, but bows
are introduced for long-range attacks.
The graphics and interface differ slight-
ly. You see the aerial view of the land in a
small window on the left iwhich simplifies
mapping) and the monsters and party ap-
pear on the right. They are larger and
much tetter animated this time around.
The joystick interface remains as conve-
nient as ever. Tactics and planning have
become more important in this battle-in-
tensive game, which does not have as
many puzzles as the previous ones.
Interactive Comics
Though they don't officially call Aeco-
lade's Comics an adventure game, Acco-
lade refers to it as interactive comics. It's
the story of secret agent Steve Keene,
whom you play in this one-of-a-kind story
that brings the comic book look to the
computer screen. After the first panel ap-
pears, you punch the joystick button and
watch the next one plop down beside it.
Up to four panels fill the screen, then you
start over with the next batch by "turning
the page."
There is no parser. A character's dia-
logue fills a balloon over his or her head;
when the words are shown in white type
on a black balloon, you can move the joy-
stick to cycle through a series of alternate
decisions in the balloon and press the but-
ton to choose one. Occasionally you can
manipulate something in the picture,
such as when you decide whether to enter
a building's door or window by pointing an
on-screen arrow.
As a result of this menu-driven inter-
face, your interaction with characters and
objects is limited. You don't really solve
problems but must focus on trying to
choose a successful path through the
game's decision points. The real obstacles
to success are manifest in the form of
videogames that block access to certain
areas. That's right — slow videogames
that look like ideas rejected by Activision
five years ago. I like action games as
by Shay Addams
much as anyone, but these are so flimsy
that I didn't bother trying to get past any
of them.
The game offers a fresh look and some
original ideas, plus lots of kinetic spot ani-
mation and plenty of graphics, which take
up both sides of three disks. But the sce-
nario is too schizophrenic, for Accolade's
Comics is unable to make up its mind
whether it wants to be an action game or
an adventure.
Ultima Update
Richard Garriott, best known as Lord
British to countless Ultima fans, revealed
a couple of surprising developments.
While finishing up Ultima V— which will
be twice as big as Ultima /Vand offer even
more intricate character interaction and
sharper graphics— he is planning a whole
new game system. Its working title is Pi-
rates. lUltima will continue, so don't pan-
ic.) He says the new combat and magic
system for Ultima V is as much fun to
play on paper as on the computer, so it
will be marketed as a traditional role-
playing game along the lines of Dungeons
and Dragons. That means you'll be able to
play Ultima with friends for a change.
And when the on-line version of Ultima
is ready, a multiple-player game will be
available to anyone with a modem. The
program allows one computer to moderate
a game, while the players communicate
their orders via the phone lines. Graphics
for the game are stored on each player's
disk, much the same way Q-Link graphics
are presented, which speeds up the action.
Garriott foresees a time when every city
can have at least one ongoing Ultima
campaign, and the possibility exists for
putting the game on a major on-line
network
Another exciting development concerns
the immensely popular role-playing game
Advanced Dungeons & Dragons, the
original inspiration of all such games.
Strategic Simulations has worked out a
deal with TSR to publish at least ten dif-
ferent role-playing and several action
games that will be available for the 64
and Amiga. The licensing agreement will
span five years, and the first games
should be out in early 1988.
I haven't seen it yet, but Electronic
Arts' Legacy of the Ancients sounds like a
winner. It was written by Chuck and John
Dougherty, who did Questran, and several
Continued on pg. 83
40 OCTOBER 1987
Micron's Amiga Series:
Highest quality
memory boards from
America's Memory Supplier
Affordable
Memory Expansion
from a Company
You can Trust
■ Memory Test on Power-up
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■ Diagnostics Included
■ Recoverable RAM Disk
■ Amiga 2000/1000 Compatible
■ Auto Configuring (Amiga DOS 1.2)
Amiga is a trademark of Commodore Electronics Ltd.
Full 30-day Money Back Guarantee ■
For Orders and Information, contact your local ||jj|f
Commodore/Amiga computer store or phone toll-free.
1 -800-642-7661
MICRON
TECHNOLOGY, INC.
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TELECOMMUNICATIONS"
by Robert W. Baker
Inside Q-Link
Explore the inner workings of the
Q-Link telecommunication
service with network pro Bob
Baker.
Back a few issues I gave a few hints on
how to use E-Mail more effectively.
Well, here's a few more little tidbits con-
cerning E-Mail that may be of help.
First, whenever you enter the E-Mail
menu to read waiting mail, it may help if
you remember not to display any long
messages from the message boards imme-
diately before going to the E-Mail menu.
The reason for this is that whenever you
display a long message, there will be a
group of flashing up-arrows in the lower
right-hand corner of your screen. These
arrows normally serve as a reminder that
there is additional text beyond what is
currently being displayed. However, this
indication stays on the screen as long as
the message is displayed. The arrows even
stay on the screen when you press any of
the function keys and bring up various
menus.
The problem is that the arrows com-
pletely obscure the mail flag if you have
mail waiting. However, by remembering
not to leave a long message on your screen
before entering the E-Mail menu, the ar-
rows won't get in your way. Alternately,
you can keep checking for waiting mail
until the system informs you there is no
more mail waiting.
On the other hand, leaving a particular
message on your screen can sometimes be
very handy. If you've read a certain mes-
sage that you're interested in and want to
respond via E-Mail to the author, you can
usually leave the message on your screen
while entering the E-Mail menu. The
message text will still be on your screen,
where you can refer to a limited portion
for reference while writing your mail mes-
sage.
Also, don't forget that until you actually
delete a displayed E-Mail message by
pressing F5. you can use the F7 menu op-
tion to answer that message any number
of times. There's no need to remember the
author's id and originate your own mes-
sage; the system will take care of it for you
as long as the message is still displayed.
The current E-Mail system does have
various limitations, and could easily be
enhanced in a number of ways. Even so,
it's still an easy to use, effective communi-
cations media. I only wish E-mail used the
same editor as used within the message
boards — it would sure make life easier on-
line. Hopefully, the next generation of
Q-Link software will include enhance-
ments in this area.
In the June issue, I discussed some of
the Amiga support available on the sys-
tem even though you couldn't log on with
an Amiga yet. Well, SYSOP PJ provided
some handy information concerning
CP/M support for the 128 that is available
on Q-link too — there are a number of
CP/M download files available in various
libraries created specifically for CP/M.
Since Q-link doesn't allow downloading
CP/M files directly to a CP/M disk, you'll
need to use one of the various Commo-
dore-to-CP/M format translators that are
available on Q-link. A large number of
utilities are available in the CP/M librar-
ies, but SYSOP PJ recommends using one
of the following programs.
fix,cpm271.168 Uploaded bv LERoseman
xlink2.I- Uploaded by SYSHELP PJ
128.1br
rdcbm21 .lbr Uploaded by SYSOP PJ
All three of these programs require the
use of one or two disk drives that must be
either 1541's or 1571's. Any other drive
will not work correctly with these pro-
grams. An 80-cotumn monitor for your
128 is also required for these programs,
since they only run in 80-column mode.
Fix.cpm271.168 was one of the first trans- i
later programs designed to transfer files
that were downloaded on a disk in 64 or
128 native modes. The files that are in-
tended to be processed with this program
should be downloaded in sequential for-
mat; program files are not handled prop-
erly. Also, two disk drives are highly rec-
ommended when using this particular
program.
The first step
in using fix.cpm271
.168 is to format a
CP/M single-sided
disk using the
normal FORMAT.
COM program that
came with your
128 CP/M. Next,
load fix in your
drive 8 and place
your formatted
CP/M disk in
drive 9. Then load
fix.cpm271.168 and follow the prompts.
You'll be asked the name of the file to be
transferred and the name you want it to
be on the CP/M disk. After answering all
the prompts, just hit RETURN and your
file will begin to be transferred.
If all goes right, you'll see a series of
dots going across the screen as your file is
transferred. You should be aware, howev-
er, that there are a few drawbacks to us-
ing this program: it is very slow and is
limited to transferring a total of 168K of
data.
The second utility, xlink2.l-128.lbr, is a
unique program by Miklos Garamszeghy
that does a number of different things. It
can convert from PetASCIl, ASCII to
PetASCU, program (with and without
screen codes) to ASCII, 128 CP/M single-
and double-sided to sequential, and the re-
verse, plus IBM PC DOS (9 sectors per
track) to 128 CP/M.
After you download this file from Q-
Link, the original files must be extracted
using the Library vl.3 utility before they
can be used.
As with the first utility, any files that are
to be transferred to a CP/M disk must be
in sequential format for this program to
function properly.
When you load and run xlink, it pre-
sents you with a menu asking what you
wish to transfer. After choosing the option
to transfer sequential to CP/M, the pro-
gram will prompt you when to change
disks. It works quite fast with a 1571
drive, but it is limited to transferring files
no larger than 45.5K (approximately 183
CBM blocks).
Finally, rdcbm21.1br was written by
Rob Tillotson of Turbo Penguin Software
and is in the public domain along with all
the programs mentioned here. Rdcbm is a
transient CP/M program and must first be
Continued on pg. 98
42 OCTOBER 1987
'rm
our
inationf
DM
Are you a graphic artist? An audio/
video specialist? A computer enthu-
siast? Just as the Commodore
Amiga dazzled the computer world,
THE AMIGA - this sizzling new book
from Microsoft Press - will spur
your imagination to new horizons of
creativity. If you have some BASIC
programming experience, get ready
to produce amazing results with
your 512K Amiga that go far beyond
the beginner's level.
• Explore the possibilities of devel-
oping sophisticated visual Images
and learn how to easily enhance
the power of the Object Editor
• Reproduce real and synthesized
sound with the Amiga's built-in
synthesizer
• Create animated seguences and
record them on videotape
And there's more. In addition to
information on making the most
of Amiga BASIC, you'll discover
advanced techniques for using some
long-awaited, sensational software
-Deluxe Paint, Musicraft. and
Deluxe Video.
THE AMIGA by Michael Boom. Your
guide to mining the rich artistic
depths of this fantastic machine.
S19.95
.please send me copies of THE AMIGA at S 19.95 each. Please add
$2.00 per book lor postage and handling; CA residents add 6.5% sales tax; WA state
residents add 8. 1%; MA and MD residents add 5%. Allow 4 weeks for delivery.
MICROSOFT.
PRESS
Name
Address.
City
.State.
Payment; □ Check/Money Order □ VISA
Credit Card No.
-Zip.
□ MasterCard D American Express
Exp. Date
Send order to; Microsoft Press, P.O. Box 1532, Hagerstown, MD 21742
Toll-Free Ordering Number: 800-638-3030; in Maryland, call collect. 824-7300.
AMGA
IF YOU STILL THINK CX
PLAY AROUND
GEOS $59?*
The Graphic Environment Operating
System that opens up a whole universe of
new possibilities for Commodores. Willi
geoWrite, geoPaint, fast-loading
diskTurbo and support for all GEOS-
compatible applications.
F0NTPACK1 529?9
A collection of 20 more fonts for use with
GEOS applications, in various shapes and
sizes for more expressive and creative
documents.
Boalt
Durant
Harmon
Drmond
LeConte
Putnam
i;sjT!;ojpjjjjjjMj
! Telegraph
rflykonos
Superb
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n
Berkeley
Softworks
The brightest minds are working at Berkeley.
TECHNICAL TIPS"
by John lovine
Interfacing
Commodore's User
Port, Part 5
This month we build an appliance
controller for the Commodore 64, 128 and
VIC-20,
Introduction
In previous parts of this series, the concentration has been on
interfacing +5 volt TTL I Transistor-Transistor Logic) devices to
the user port. With these devices, the
computer could sense, display, speak
or make some form of decision. The
limitation however was that the com-
puter could not directly affect the real
world environment.
Real World Environment
The 'real world environment' is
where we live. We have equiped the
computer with sensors that can par-
tially inform the computer of our en-
vironment. Now it is time to equip
the computer with control devices
that allow it to effect the real world.
In this part of the series we will
employ the user port to control high
power electrical devices. By using the
TTL voltage ( + 5 vi on a PB line of
the user port, the computer will be
able to turn on or off electric power.
The circuits described control either
standard 115VAC electircity from
your home or DC electric. Naturally,
by controlling the electric current to
a device we are therefore controlling
the device.
You can use these circuits to con-
trol any number of household appli-
ances. In addition, by utilizing the
sensors from Part three we can pro-
gram the computer to impact directly
upon the environment based on sen-
sor readings. This could be something
as simple as turning on a light when
the computer senses dusk or someone
walking into the room.
For our example, however, we will
interface the toxic gas sensor from
Part three, and make an automatic
ventilation control system. The oper-
ation of the system is simple. When
the computer senses a toxic gas it will
turn on an electric fan and keeD it
on until the gas concentration returns to a safe level..
Inductive and Resistive Loads
Any device we are powering or controlling is called a load.
And, whatever the electrical device is. it will fall into one of two
main electrical categories: inductive or resistive loads.
It is pretty easy to distinguish an inductive load from a resis-
tive. An inductive device, such as a motor, transformer, relay or
solenoid, has coils or electrical wire windings in it. A resistive
device, such as an electric light (not fluorescent), coffee maker or
heater, doesn't have any coils or windings. The distinction be-
tween loads is important because, when electric power is turned
off to an inductive device, an electric pulse i transient i is gener-
ated. This electric pulse must be absorbed by a capacitor-diode
combination in our circuit. Failure to absorb this pulse may
damage our circuit or computer. For-
tunately, adding the capacitor-diode
is very easy to do, as our circuits illus-
trate.
1— The completed PC board for the inductive AC load
project. 2— The underside of the top of the project box,
showing how the LED and push-button terminal strip are
wired, 3— The completed project with both halves of the
extension cord connected and the box fullv assembled.
You can use these circuits
to control any number of
household appliances.
DC Loads
The circuit in Figure 1 can control
DC or AC loads up to 120 volts at 2
amps. In this particular circuit we
can use a main load that is either re-
sistive or inductive, but notice the di-
ode and capacitor connected across
the relay. The relay itself is an induc-
tive load connected directly to our
computer. The diode and capacitor
are necessary to prevent any damage
to the computer. You can, if you wish,
use an LED in place of the diode
(make sure the polarity of the LED is
correct i and see the LED flash every
time you turn the circuit off with
your computer. This flash represents
the voltage pulse being absorbed.
The reason you can replace the diode
with the LED is that the LED is a di-
ode. LED is an acronym for Light
.Emitting Diode.
AC Loads
The circuits in Figures 2 and 3 are
exclusively for AC loads; resistive
and inductive respectively. The six
pin chip, MOC 3010. is an optocou-
pled triac. This device uses an inter-
nal LED to sense when the PB line
connected to it is outputting a binary
T ( +5 V). The internal LED trig-
Conlinued on pg. 48
46 OCTOBER 1987
A MYSTERY IN BLACK AND WHITE'
Someone kidnapped your brother, Joe, a private investigator! What does Joe's disappearance have to do with the case he
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Technical Tips/User Port, Part 5'
Continued from pt>. 46
gers a photo-sensitive internal triac that in turn triggers the
external triac that powers our load. See the pin out in dia
gram 1.
Circuit Construction
Be careful when building these circuits. The power available
from your household electric is more than enough to reduce
your computer to a cinder, or to give you a nasty shock.
I advise that you always construct the inductive load circuits,
since they can be used for both types of devices. This will allevi-
ate any potential problems in the future. 1 am however, includ-
ing the schematics for resistive loads that you can either use for
comparison with the inductive circuits, or as dedicated resistive
load controllers.
Since I believe that most readers will be interested in control-
ling AC appliances or devices in their home, we will build the
circuit in Figure 3. If you go on to the other circuits on your own,
remember to take the same care in building.
Since it is important that this unit is put together properly, 1
am giving step-by-step instructions for the construction of this
project. I don't want anybody accidently electrocuting them-
selves, so please be careful.
Figure i DC Voltage (2 amps @ 120 VAC)
<\R
"S LIST
(1)
DPDT Dip Helay
Radio Shack PN #275-244
(1)
Diode
(')
NPN Transistor
2N2222or2N3904
,1!
Capacitor 0.1 uf disc
PB LINE
COMPUTER
GROUND
• Section absorbs vollage pulse,
notice diode appears to be
incorrectly inserted in circuit
IT IS NOT!!!
Figure 2
Resistive Load (AC Voltage)
PB of Line
1 r ^ le 180 Ohm
A/VV
2| OO [5
OS
2co
PARTS LIST
Quantity
(1)
Optocoupler MOC 3010
Radio Shack PN #276-134
(1) 180 Ohm V* watt Resistor
(1) Triac — 6 Amps — 200 V
Radio ShacK PN #276-1001
(1) Submintature LED
Figure 3
Inductive Load (AC Voltage)
PBLine
Parts Lists
In addition to
the above list
(1 ) 1.2 K Ohm W watt Resistor
(1) 0.22 uf disc capacitor
7.5' section of line
/ cord with plug
1 MAINTERMINAL(I)
2 3 2 MAIN TERMINAL (2)
3 GATE
4 MOUNTING TAB (Electrically connected to main terminal 2)
Continued on pg. 50
48 OCTOBER 1987
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V.. X. .J
Technical Tips 'User Port, Part 5
Continued from pg. 48
Subminiature LED
Oplocoupler Triac Driver
MOC3O10
1 - Anode 15 Ihe longer
Ji 1 ' lead on ihe LED
- Cathode is Ihe shorter
lead on ins LED
TOP VIEW
ANODE q— | r-b
CATHODE C— ' '£te 3
*AIN TERMINAL
■JO CONNECTION
® i lG © r-j e - u
1^> NO CONNECTION □ 1— Hi
Diagram 1
MJN TERMINAL
PARTS LIST Radio Shack Parts No
(s)
Push button terminal strip
#274-315
$ .99
2 terminal barrier strips (2/pk)
#274-656
$1.29
6-32 machine screws
#64-3012
$ .99
6-32 hex nuts
#64-3019
$ .99
1.2 K resistor (2/pk)
#271-024
S .19
180 ohm resistor (2/pk)
#271-014
S .19
Subminiature red LED (2/pk)
#276-0266
$ .79
Triac 6 amp 200 volts
#276-1001
$1.29
.22 uF cap. (2/pk)
#272-1070
S .89
15 foot extension cord
#61-2748
S2.39
Experimenters box w/ PC board
#270-284
S3.79
Opto-coupler MOC-3010
#276-134
$1.00
I advise you to use an IC socket when
soldering the unit together, so you can plug
the M0C chip in after you're finished.
We can not use our prototype breadboard for these projects.
The voltages and currents are greater than what can be safely
handled on the breadboard, Instead, we will use a small plastic
experimenter's box available from Radio Shack. The box comes
with a printed circuit board (PCB) that fits nicely inside. All the
screws and hardware necessary to secure the PC board into the
box and put the box together are also included.
All the components must be soldered to the PC board. We will
use a 15 foot extension cord that we cut in half. The plug half of
the line cord will bring power from the outlet to our circuit. The
socket half of the line cord will lead from the box to the device
you wish to power/control. See figure 3.
To begin, drill the holes in the plastic top of the experiment-
er's box. You will need a hole on each side to accommodate the
line cord going in and out. Next, drill four holes on the top sur-
face for the push button terminal strip. Use the terminal strip to
mark the holes before drilling. You will have to ream the holes
in the terminal strip to accommodate the 6-32 machine screws
(see photo). Add one small hole in front of the terminal strip for
the LED indicator light.
After you're finished drilling the box, get the PC board and
lay out the 2 terminal Barrier Strips as they are in the photo.
Mark and drill the holes for the screws.
Assemble the barrier strips to the PC board with machine
screws and hex nuts. Assemble the push button terminal strip
to the top of the box. Glue the LED indicator light into the hole.
Solder a 22 gauge, red wire from the red terminal to the LED.
Check the polarity on the LED to make sure you solder the wire
to the proper (anode) LED terminal. Then solder another red
wire from the opposite side of the LED. Solder 22 gauge black
wire to the black terminal. Make the leads off the LED and
black terminal about 6-7" long so that you will have sufficient
wire to make the final assembly easy.
In the photo you can see that I used a 16 pin IC socket for the
MOC-3010. 1 only used that socket because I had it lying
around. An 8 pin socket would be fine. I advise you to use an IC
socket when soldering the unit together, so you can plug the
MOC chip in after you're finished. This will prevent you from
overheating the IC with your soldering iron.
Lay out your parts on the PC board and begin soldering them
point to point. Look at the picture diagram of the triac — the
face up picture is how the triac looks straight-on. Notice the lead
numbers at the bottom, and compare them to the lead numbers
on the schematic. Take extra care that you connect these leads
properly.
Attach the line cords to the barrier strips. Notice that the
wires that are carrying the main load current to and from the
triac are heavier gauge wire than we usually use. Use 16 or 18
gauge wire for these connections.
Solder the red wire from the LED to pin 1 of the opto-coupler
and the black wire from the terminal to pin 2. Recheck all of
your wiring at this point. Make sure you don't have any acciden-
tal solder bridges. If you are satisfied, mount the PC board in
the box and put on the bottom plate. Make sure none of your
wiring on the bottom is touching the bottom plate. If it is,
correct it.
Test
Attach the PBO line to the red push-button terminal and a
ground wire from the computer to the black terminal. Plug the
line cord into your home electric socket and the device you want
to power into the other end of the extension. Turn on the com-
puter.
C-&landl28 Vic -20
Poke 56579. 255 DDR set up Poke 37138, 255
Poke 56577, 1 turn device on Poke 37136, 1
Poke 56577, 0 turn device off Poke 37136, 0
These pokes should turn the device that is plugged in on and
off. If it doesn't, you have a wiring error and should disconnect
the plug from your home socket. Now, open the box to find the
error.
The triac is rated 200 volts at 6 amps, which means that it is
capable of handling 1200 watts. In order to pass that much cur-
rent, heat sinks (which we haven't put in) would be required. I
advise you to keep the maximum power under 500 watts.
Program
Now we shall incorporate the toxic gas sensor from Part three.
My reason for doing this is two fold. First, as an exercise in com-
puter control and second, as an exercise in logic instructions. It
is essential that we use logic instructions in the program so that
we can read and react through the user port, while maintaining
or changing the status of individual bits. If we fail to do this, we
could lose the integrity of our sensor readings and we would be
constantly stopping and starting the power to the device.
So for all you people who glossed over the logic instructions in
part one, it's time to break it out and read it over.
Construct the toxic gas sensor as described in part three. At-
tach PB-2 to the red terminal on our electric control box and a
ground wire to the black terminal. Now type in the program at
50 OCTOBER 1987
echnical Tips/User Port, Part 5
the end of the article.
Plug an electric fan into the control box. This will be our main
load. When the sensor detects gas it will automatically turn on
the fan, and keep the fan on until the gas concentration returns
to a safe level.
For the doubting Thomas' out there, who question the validity
and necessity of the logic instructions, enter the programs as
they orignally appeared in the magazine. Add the two program
lines for decision making (If/Then) and see for yourself how in-
adequate simple poke commands are for operating the device.
Smart Control
In most cases this article would have finished with the last
paragraph. I would like to make one more point on basic com-
puter control circuits. To make this point I wish to draw an anal-
ogy-
Let's say that you've just returned from your local newspaper
stand with the latest edition of 'Commodore Magazine. You sit in
your favorite easy chair, reach over to turn on the lamp to read
by, and behold — no light. Dam, you say to yourself. You look
down to the socket, check to make sure the lamp is plugged in. It
is. You look over to the clock on the wall that's on the same fuse
as the lamp. The clock is ticking away, so you know you have
juice going to the lamp. You flick the lamp switch a couple of
times to make sure the switch isn't stuck. Now, you take the
lampshade off the lamp, and sure enough that black spot on the
bulb lets you know that it's burned out. You replace the bulb,
the lamp works fine, and you finally get to read the magazine
you justly deserve.
What just happened in this incident? To you, it's nothing but
standard procedure, but it is a good example of a smart control.
The person knew that the light wasn't lit after turning on the
lamp. He then went through various steps to locate and correct
the problem. But what about the computer? Had it been the
computer's job to turn on the lamp, would it have known wheth-
er the light was on? Probably not. To build a smart control we
must give the computer some procedure or device (feedback) to
check if the action it took was successful. For the light example
we might use a photocell or a photoresistor for a feedback signal.
If the feedback gave a negative response, the computer could, if
we want, go through testing and corrective procedures to find
and possibly correct the fault. Naturally we wouldn't go through
the time, trouble or expense for a simple light. But in other cir-
cumstances, such as with robotics, security systems, nuclear re-
actor controls, or in-flight navigation systems, you would. You
would want feedback and redundancy built into every system.
Keep this information in mind, so if you someday find that
you have a need for a smart controller, you can get your comput-
er to handle it. g
Control Program &4
5 POKE 56579,255
7 POKE 56577,0
10 POKE 56579,127
12 FOR X=0 TO 7
14 POKE 56577, PEEK (56577) AND 252
:POKE 56577, PEEK ( 56577) OR 1
15 NEXT X
20 IF(PEEK{56589)AND 8)=0 THEN 20
30 X=PEEK(56588)
40 PRINT X:
42 IF X>50 THEN POKE 56577,
PEEK(56577)OR 4
43 IF X<50 THEN POKE 56577,
PEEK(56577) AND 251
45 POKE 56577, PEEK(56577)OR 2
50 GOTO 12
END
Control Program VIC-20
10 POKE 37138,255
20 POKE 37150, 127:REM INTERRUPT FLAG
ENABLE
30 POKE 37147, 12:REM AUXILIARY
CONTROL REGISTER
35 POKE 37136,2
40 FOR X=0 TO 7
50 POKE 37136, PEEK(37136) AND 252
:POKE 37136, PEEK (37136) OR 1
60 NEXT X
70 X=(PEEK(37149)AND 4)
:REM SERIAL FLAG
80 X=PEEK(37146)
90 PRINT X;
92 IF X>50 THEN POKE 37136,
PEEK(37136)OR 4
94 IF X<50 THEN POKE 37136,
PEEK(37136) AND 251
95 POKE 37136, PEEK (37136) OR 2
100 GOTO 40
END
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TECHNICAL TIPS
Seq-Edit
For the Commodore 64
As its name implies, Seq-Edit is a util-
ity program for editing SEQ, or se-
quential, disk files, Although most word-
processing programs for the 64 allow you
to edit sequential files, Seq-Edit has one
impoitant feature that most word-proces-
sors lack: it has an 80 column screen.
Since the 64's screen is only 40 columns
wide, you can only see 40 of the 80 col-
umns at one time. Seq-Edit's text buffer is
80 columns wide by 581 raws long. The
computer's screen is a 40 column by 22
row "window" into the buffer. (Three lines
at the bottom of the screen are used for
prompts.) As you type and move the cur-
sor around, the window moves to show the
portion of the buffer that you are editing.
Seq-Edit was originally written for
working with text files that had been
downloaded from various bulletin boards.
Most all of these files are in 80 column for-
mat, and, as you may well know, reading
80 column documents (especially charts
and tables) that are split into 40 column
chunks can be very frustrating. Seq-Edit
is also useful for editing sequential data
files. The only sequential files that Seq-
Edit can not edit are those with single
data strings larger than 80 characters and
those with more than 581 rows of text
(about 45,000 characters.! In addition to
editing, Seq-Edit can also be used for com-
bining several files into one, splitting a
large file into several smaller ones, and
printing files.
Getting Started
Seq-Edit is written in about 3Kb of
machine language, starting at location
SC000 (491521. Because it uses the loca-
tions from $0800 to $C000 for the text
buffer, it will erase any BASIC program in
memory whenever you run it. So BE
CAREFUL!
Type in the BASIC loader program us-
ing the Magazine Entry Program. Hexa-
decimal numbers without commas were
used in the data statements to reduce typ-
ing time. After you have typed in the
loader program, save a copy to disk, with
a filename of "SEQEDIT.LDR". Now put
in a disk on which you would like the Seq-
Edit program itself saved, and run the
loader program. It will first ask you for a
filename for the object program. Press
RETURN for the default filename of "SE-
cut
by Scott Reid
Now you can edit, print and
split any text files on your
disks.
QEDir. After about three and a half
minutes, there will be a copy of Seq-Edit
both in memory and on the disk. To load
the disk copy from now on, tvpe LOAD
"SEQEDir,8,l.
Using the Program
Once Seq-Edit is in memory, type SYS
49152 to stari it. You will see an empty
window with your cursor in the top left-
hand corner at position 1,1. The column
and line position of your cursor in the
buffer are indicated in the bottom line of
the screen. The editor is now ready to ac-
cept keyboard input, including the var-
ious commands described below. Most of
the keys used by the standard Commo-
dore screen editor have the same function
in Seq-Edit, so it shouldn't take you long
to get used to it.
Following is a list of the functions of
each key that Seq-Edit uses:
Character keys, shifted and unshifted:
place the character pressed at the cur-
sor position and move the cursor one
space to the right. If the cursor is in col-
umn 80, it is moved to column one of
the next line.
RETURN: move the cursor to column one
of the next line.
Cursor keys: move the cursor up, down,
left or right. If the cursor is at the edge
of the window, the window is moved to
show the cursor position plus ten char-
acters to its left, or right.
DELete: delete the character to the left of
the cursor and move all characters on
the current line, under and to the right
of the cursor, left by one position.
INST: insert a blank space under the cur-
LINDA CLARK
sor and move all characters on the cur-
rent line, under and to the right of the
cursor, right by one position.
F2 (Column-80): move the cursor to col-
umn 80 of the current line.
F5 (Page Up I: Scrolls the entire window
up 22 lines.
F7 (Page Down): Scrolls the entire window
down 22 lines.
HOME: move the cursor to column one of
the first line of the current window. If
the cursor is already in this position
(i.e., if you press HOME twice in succes-
sion), the cursor will move to column
one, line one of the buffer.
CLR (Shift-HOMEl: erase entire buffer
and move cursor column one, line one.
Just like SYS 49152.
CTRUY (Delete Line): erases the entire
current cursor line, regardless of the
cursor column. All lines below the cur-
sor are moved up one line. Note that
this command along with CTRLN may
take a few seconds if you are near the
top of the buffer.
CTRL-N (Insert line): inserts a blank line
under the cursor, regardless of the cur-
sor column. All lines under and below
the cursor are moved down one line. If
there is any data in line 581, it is lost.
CTRL-W (Zap line): fills the current cur-
sor line with spaces. Unlike CTRL-Y,
this does not move the lines under the
cursor line up.
RUN/STOP (Tab): moves the cursor to the
next column or tab stop. When you
press Tab, Seq-Edit looks at the line di-
rectly above the cursor line for the be-
ginning of a new word (a character pre-
ceded by a space! to the right of the cur-
rent cursor position. If a new word is
found, the cursor is moved directly un-
der the first character of the word. If no
new word is found, the cursor is posi-
tioned at the next tab stop. The tab
Continued on pg. 56
54 OCTOBER 1987
f'^W^Wfv llW! , ^%^ W»*F>" ^^> ^^fP
Super C
C is one of today's most popular languages.
It's easy to transport C source code from
one computer to anqther. With Super C you
can develop software or just learn C on your
Commodore. Super C is easy to use and
takes full advantage of this versatile
language. Produces 6502 machine code and
is many times faster than BASIC. Includes
full-screen editor (search, replace and block
Design pictures and graphics quickly and
precisely. Unlike other drawing programs,
you can produce exact scaled output on
your printer. Design in the units ol your
drawing problem (feet, miles, meters, etc.)
and send hardcopy to most printers. Uses
either the keyboard, lightpenor 1351 mouse.
Two separate work screens — transfer
artwork from one screen to the other. Place
text in four sizes anywhere in the
picture — three extra fonts included: Old
English, 3-D and Tech. "Try Again" allows
you to undo mistakes. Draw solid or dashed
lines, circles, ellipses at any angle, rays and
boxes. Design fill patterns, fonts and
objects. Cadpak is the full-featured design
and graphics package for your computer,
for C-64 $39.95 for C- 128 $59.95
BASIC Compiler
Now anyone can speed up their BASIC
programs by 3 to 35 times! Basle-64 and
Basic-1 28 easily convert your programs into
fast machine language or speedcode (takes
up less space yet protects your programs
from prying eyes) or a mixture of both. You
can even compile programs written with
extentions — Simon's Basic, VICTREE,
BASIC 4.0, VideoBasic and others. When
the compiler finds an error, it just doesn't
stop, but continues to find any other errors
as well. Supports overlays and has many
other options. 128 version works in FAST
mode and allows you to use all 128K of
memory. If your program walks or crawls,
give it the sDeed to RUN!
for C-64 $39.95 for C-128 $59.95
"...easy to use package with more power than
most users should need. ..ultra-fast compile
and link times make program development
effortless" Adam Hersl, Transactor
operations), compiler, linker and handbook.
Combine up to seven modules with the
linker. Besides the standard I/O library, a
graphic library (plot points, lines, fill) and a
math library (sin, cos, tan, log, arctan, more)
are included. Whether you want to learn C,or
program in a serious C environment for your
Commodore, Super Cis the one to buy.
for C-64 $59.95 for C-128 $59,95
"...everything a good compiler should
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range of optional features. ..excellent
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Tom Banlord, Commodore Magazine
1 FJ^m^1 = a\^/
Give your
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Anatomy of ttta C-64
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Best handbook on this drive,
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Collection ol easy-to-use tech-
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Colfection of helpful tech-
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C-128 BASIC 7.0 Internals
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C-12B INTERNALS
Important C-128 information.
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Essential reference. Internal
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Fascinaiing and practical info
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Telex 709-101 • Fax 616/241-5021
Phone 616/241-5510
Other books and software also avail-
able. Call or write for your free catalog.
Dealers inquires welcome-2000 nationwide.
Technical Tips/SEQ-Edit"
Continued from pg. 54
stops are pre-set at every four columns.
Fl (Load): load a sequential file from disk
into the buffer. When prompted, enter
the filename, or press RETURN to
abort LOAD. The file will be loaded
starting at the current cursor position,
and the characters will be readjust as if
they were being typed from the key-
board. If the filename you requested is
not found, a capital 'G' will be printed
and the drive light will flash.
F3 (Save): sa%re a portion of the buffer to
the disk as a sequential file. First enter
Before typing this program, read How to Enter Programs" and "How to I'se the Magazine
Entrv Program." The BASK! programs in this magazine are available un disk from Loadstar.
P.O. Hon JQ007, Shrevcport. LA 7UJ0-0007, 1-800-831-2694.
Seq-Edit Loader
10 PRINT" [CLEAR] INSERT DISK FOR
OBJECT CODE" 'BAYF
20 PRINT"ENTER FI LENAME [ SPACE 3 J
SEQEDIT[LEFT9] "; :INPUT FS ' CELL
30 PRINT" [DOWN2] CREATING
"+F$+". . .'"DCWE
40 LO=49152:OPEN 1 , 8 , 8 , FS + " , P, W"
:PRINT#1,CHRS{0)+CHR$(192) ; 'HDSL
50 READ AS'BCKB
60 IF LEN(AS)<>28 THEN CLOSE 1
:PRINT"ERROR. LINE" 1000+ INT (
(L0-49152)/14) :END'MBAS
70 FOR R=0 TO 13:TS=MIDS(AS,R*2+1,2)
:TL$= RIGHTS (TS,1) :THS=LEFTS (T$,
1) 'LMKS
80 IF T$="XX"THEN PRINT"DONE . " :CLOSE 1
tEND'GFVK
90 TL=VAL(TLS) : IF TLS>="A"THEN
TL=ASC(TL$) -55' JUQQ
100 TH=VAL(THS) : IF THS>="A"THEN
TH=ASC(TH$)-55' JUVG
110 IF TL>15 OR TH>15 THEN CLOSE 1
:PRINT"ERROR. L INE" 1000+ INT (
{LO-49152)/14) :END'MDKM
120 POKE LO,TL+TH*16:LO=LO+l
:PRINT#1,CHRS(TL+TH*16) ; :NEXT R
:GOTO 50'LHFM
1000 DATA A9008D20D08D21D0A9FF8D8A022
0'BDRY.
1001 DATA 13C04CEEC1A99320D2FFA90E20D
2'BDXA
1002 DATA FFA90520D2FFA216A0001820F0F
F'BDBB
1003 DATA 207FC0A000B999C0C900F00720D
2'BDAC
1004 DATA FFC84C2FC0A9008D84038D85038
D'BDQD
1005 DATA 86038D87038D880385B28D89038
5'BDRE
1006 DATA 2D852FA9048530A90885B3852EA
9'BDXF
1007 DATA 0085FEA90885FFA000A92091FEC
8'BDKG
1008 DATA D0F9E6FFA5FFC9C0D0F1A936850
l'BDKI
1009 DATA 60A90085FEA9D885FFA000A90C9
the filename or press RETURN to abort
SAVE. You will then be prompted to
move the cursor to the first line to save.
Use the cursor keys, F5, and F7 and
press RETURN. Do the same for the
last line to be saved.
CTRL-H (Helpl: displays a brief list of sin-
gle key commands on the screen. Press
any key to return to editing mode.
CTRL-X (Exit): leave the editor and re-
turn to BASIC. Be careful with this
key, as all data is lost when you use it.
CTRL-P (Print): print a portion of the
buffer to a serial device. This command
functions similar to F3-Save. But in-
stead of entering a filename, you are
prompted for a device number and a
secondary address. At the DEV:
prompt, press '4', '6', or RETURN to
abort. Most printers use device four, but
the Commodore 1520 PrinterPlotter
uses device number six. At the SEC:
prompt, press a number from 1 to 9, or
RETURN for no secondary address. For
Commodore 1525 and compatible print-
ers, the secondary address will usually
be seven. After entering the device
number and secondary address, select
the first and last line to be printed just
as you did for F3-Save. Q
l'BDJI
1010 DATA FEC8D0F9E6FFA5FFC9DCD0F1600
5'BDLB
1011 DATA 606060606060606060606060606
0'BDXB
1012 DATA 606060606060606060606060606
0'BDXC
1013 DATA 60606060606060606060600DCC4
9'BDAD
1014 DATA 4E453A202020202020C34F4C554
D'BDJE
1015 DATA 4E3A2020202020209EC34F4D4D4
F'BDWF
1016 DATA 444F5245203634119D9D9D9D9D9
D'BDHG
1017 DATA 9D9D9D9DD3C5D12DC5C4C9D4130
0'BDWH
1018 DATA A900850285FCA90485FD18A5B26
D'BDUI
1019 DATA 890385FEA5B3690085FFA000B1F
E'BDIJ
1020 DATA 91FCC8C028D0F718A5FE695085F
E'BDTB
1021 DATA A5FF690085FFA5FC18692885FCA
5'BDYC
1022 DATA FD690085FDE602A502C916D0D36
0'BDMD
1023 DATA 00000400E6FED002E6FFA9008D4
4'BDRE
1024 DATA C18D45C1A2101826FE26FF2E44C
l'BDXF
1025 DATA 2E45C138AD44C1E90AA8AD45C1E
9'BDJG
1026 DATA 0090068C44C18D45C1CAD0DF26F
E'BDOH
1027 DATA 26FFAD44C1186930209AC1A5FE0
5'BDAI
1028 DATA FFD0C1A99D20D2FFA92020D2FF2
0'BDSJ
1029 DATA D2FF606020D2FFA99D20D2FF20D
2'BDGK
1030 DATA FF6060A015A2171820F0FFAD840
3'BDXC
1031 DATA 85FEA90085FFA90520D2FF2046C
l'BDID
1032 DATA 60A009A2171820F0FFAD850385F
E'BDIE
1033 DATA AD860385FFA90520D2FF2046C16
0 ' BDLF Continued an pg, 58
56 OCTOBER 1987
TEVEX Computer Software 1-800-554-1162 \
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Technical Tips/SEQ-Edit
Continued from pg. 56
1034 DATA A000B12F0980912F60A000B12F2
9'BDBG
1035 DATA 7F912F6020FCC020A7C120C1C12
0'BDJH
1036 DATA DCC120E4FFC900F0F98502A000B
9'BDII
1037 DATA 23C2C502F00AC8C015D0F4A5024
C'BDYJ
1038 DATA 7AC4B938C285FEB94DC285FF6CF
E'BDQL
1039 DATA 00868788030D111D9D91190E131
4 'BDIL
1040 DATA 949317858910180834C111C0497
C'BDGD
1041 DATA EE35D8A94B68936162CB52D0D1E
7'BDSE
1042 DATA 77C4C4C5C5C4C3C2C3C3C6C6C2C
5'BDBF
1043 DATA C5C2C2C7C7C9C2CA2013C04CEEC
1'BDBG
1044 DATA A52DC5B2D02AA52EC5B3D024A90
0'BDHH
1045 DATA 8D84038D85038D8703aD880385B
2'BDBI
1046 DATA 852D852F8D8903A90885B3852EA
9'BDNJ
1047 DATA 0485304CEEC138AD8503ED88038
D'BDUK
1048 DATA 8503AD8603E9008D8603A9008D8
4'BDYL
1049 DATA 038D87038D88038D8903A5B2852
D'BDJM
1050 DATA A5B3852EA900852FA90485304CE
E'BDQE
1051 DATA C138A52DED840385FEA52EE9008
5'BDNF
1052 DATA FFA000A92091FEC8C050D0F94CE
E'BDWG
1053 DATA C1A93785016C00A020F4C24CEEC
l'BDJH
1054 DATA 20E5C1AD3403C94FD004204FC46
0'BDXI
1055 DATA EE840318A52D6901852DA52E690
0'BDJJ
1056 DATA 852EAD8703C91E900BAD8403C94
7'BDWK
1057 DATA B004EE890360EE870318A52F690
l'BDJL
1058 DATA 852FA530690085306020E5C1AD8
4'BDJM
1059 DATA 03C900D00620DCC14CFAC1CE840
3'BDSN
1060 DATA 38A52DE901852DA52EE900852EA
D'BDHF
1061 DATA 8703C909B00DAD8403C9089006C
E'BDYG
1062 DATA 89034CEEC1CE870338A52FE9018
5'BDCH
1063 DATA 2FA530E90085304CEEC12082C34
C'BDAI
1064 DATA EEC1AD8503C944D00BAD8603C90
2'BDLJ
1065 DATA D00420DCC16018AD850369018D8
5'BDXK
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
DATA 03AD860369008D860318A52D695
0'BDDL
DATA 852DA52E6900 8 52EAD88 03C915D
0'BDEM
DATA 0E18A5B2695085B2A5B3690085B
3'BDFN
DATA 60EE880318A52F6928852FA5306
9'BDMO
DATA 0085306020DEC34CEEC1AD8503C
9'BDQG
DATA 00D00BAD8603C900D00420DCC16
0'BDYH
DATA 38AD8503E9018D8503AD8603E90
0'BDLI
DATA 8D860338A52DE950852DA52EE90
0'BDIJ
DATA 852EAD8803C900D00E38A5B2E95
0'BDMK
DATA 8 5B2A5B3E9 00 8 5B360CE880 33 8A
5'BDBL
DATA 2FE928852FA530E900853060AD8
4'BDPM
DATA 03C94FF00B20F4C2A296CAD0FD4
C'BDON
DATA 34C44CEEC1204FC44CEEC138A52
F ' BDVO
DATA ED8703852FA530E900853038A52
D'BDKP
DATA ED8403852DA52EE900852EA9008
D'BDTH
DATA 84038D87038D89032082C360208
l'BDXI
DATA C44CEEC160C92090FBC940B007A
0 ' BDFJ
DATA 00912D4CBBC4C961B00A38E94 0A
0'BDJK
DATA 00912D4CBBC4C9A190DEC9C0B00
A'BDFL
DATA 38E940A000912D4CBBC4C9DBB0C
C'BDLM
DATA 38E980A000912D20F4C24C80C42
0'BDQN
DATA C7C4 4CEEC1A9008 540A5B2C900D
0'BDFO
DATA 09A5B3C908D0034C10C538AD850
3'BDLP
DATA E9018D8 503AD8 603E9008D860 33
8 ' BDDQ
DATA A5B2E950 85B2A5B3E90 08 5B'3 38A
5'BDNI
DATA 2DE950852DA52EE900852E20FCC
0'BDDJ
DATA E640A540C916D0BB602017C54CE
E'BDQK
DATA C1A9008 54 0A5B2C9B0D009A5B3C
9'BDOL
DATA B6D0034C60C518AD850369018D8
5'BDHM
DATA 03AD860 369 008D860318A5B2695
0'BDBN
DATA 8 5B2A5B369008 5B318A52D6 9508
5'BDYO
DATA 2DA52E6900852E20FCC0E640A54
0 ' B D A P Continued on pg. 60
58 OCTOBER 1987
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Technical Tips/SEQ-Edit
Continued from pg, 58
1098
DATA C916D0BB60AD8403C94FD0034CE
1130
DATA FFA94520D2FFA94E20D2FFA9412
E'BDEQ
0'BDMD
1099
DATA C138A52DED840385FEA52EE9008
1131
DATA D2FFA94D20D2FFA94520D2FFA93
5'BDNR
A'BDQF
1100
DATA FFA04EB1FEC891FE88CC8403F00
1132
DATA 20D2FFA00020CFFFC90DF007C89
4'BDGB
9'BDHF
1101
DATA 884C7BC5A920A000912D4CEEC13
1133
DATA 72CF4C3DC78CF7C620FCC06020F
8'BDYB
8 'BDQG
1102
DATA A52DED840385FEA52EE90085FFA
1134
DATA C6ADF7C6C900D0034CEEC1ACF7C
C'BDHD
6'BDZI
1103
DATA 840388C0FFD0034CEEC1C8B1FE8
1135
DATA A92C9973CFC8A9539973CFC8A92
8'BDUD
C ' BDDJ
1104
DATA 91FEC8C050D0F5A04FA92091FE4
1136
DATA 9973CFC8A9529973CFC898A0CFA
C'BDLE
2'BDCK
1105
DATA 35C3AC8403C04FD0034CEEC1C88
1137
DATA 7320BDFFA901A208A00020BAFF2
4'BDLF
0'BDLK
1106
DATA 02AD8503C900D01DAD8603C900D
1138
DATA C0FF20DCC1A20120C6FF20CFFF8
0'BDOG
5'BDDL
1107
DATA 1620F4C2AD8403C950F0092903C
1139
DATA 0220B7FF48A50220C5C72081C42
9'BDCH
0'BDKM
1108
DATA 03F0034CDBC54CEEC138A52DE94
1140
DATA FCC020A7C120C1C120DCC16829F
F'BDWI
C'BDNE
1109
DATA 85FEA52EE90085FFA000B1FEC92
1141
DATA C900F0DCA90120C3FF20E7FF4CE
0'BDKJ
E'BDGG
1110
DATA F018E60218A5FE690185FEA5FF6
1142
DATA C1C90DF00160204FC4A9006020F
9'BDAB
8 ' BDAG
1111
DATA 0085FFA502C950D0E34CDBC5A00
1143
DATA C6ADF7C6C900D0034CEEC12044C
0'BDXC
8 'BDCH
1112
DATA B1FEC920D018E60218A5FE69018
1144
DATA 4C99C820FCC020C1C120A7C120D
5'BDQD
C'BDWI
1113
DATA FEA5FF690085FFA502C950D0E34
1145
DATA C120E4FFC90DF028C911D006208
C'BDSE
2'BDCJ
1114
DATA DBC520F4C2AD8403C502D0F64CE
1146
DATA C34CE3C7C991D00620DEC34CE3C
E'BDPF
7 'BDKK
1115
DATA C120E5C1A94085FCA9BD85FDA99
1147
DATA C987D00620C7C44CE3C7C988D0D
0'BDTG
7'BDWL
1116
DATA 85FEA9BD85FF38A52DED8403856
1148
DATA 2017C54CE3C738A52DED840 3 85F
0'BDUH
E'BDMM
1117
DATA A52EE9008561A000B1FC91FEA5F
1149
DATA A52EE90085FF18A000A21620F0F
C'BDBI
F'BDPN
1118
DATA C560D014A5FDC561D00EA000A92
1150
DATA A90520D2FFA027A96020D2FF88D
0'BDYJ
0'BDYF
1119
DATA 9160C8C050D0F74CEEC138A5FCE
1151
DATA F86018A216A00020F0FFA90520D
9'BDSK
2'BDYG
1120
DATA 0185FCA5FDE90085FD38A5FEE90
1152
DATA FFA000B986C9C900F007 20D2FFC
1'BDYC
8'BDUH
1121
DATA 85FEA5FFE90085FF4C6CC620E5C
1153
DATA 4C53C820E3C7A5FE8DE803A5FF8
l'BDNE
D'BDMJ
1122
DATA 38A52DED840385FCA52EE90085F
1154
DATA E90318A216A00020F0FFA90520D
D'BDIE
2 ' BDVJ
1123
DATA 18A5FC69 508 5FEA5FD69008 5FFA
1155
DATA FFA000B9ACC9C900F00720D2FFC
0'BDOF
8'BDRK
1124
DATA 00B1FE91FCA5FEC900D015A5FFC
1156
DATA 4C7DC820E3C7A5FE8DEA03A5FF8
9'BDJH
D'BDOM
1125
DATA BFD00FA000A9209940BDC8C050D
1157
DATA EB0360A90FA208A00F20BAFFACF
0'BDVH
7'BDVM
1126
DATA F64CEEC1E6FCD00 2E6FDE6FED00
1158
DATA C6C8C898A271A0CF20BDFFA9538
2'BDVJ
D ' BDKO
1127
DATA E6FF4CC7C670A000A920990004C
1159
DATA 71CFA93A8D72CF20C0FFA90F20C
8'BDJJ
3'BDXO
1128
DATA C0C8D0F6A91320D2FFA99820D2F
1160
DATA FFACF7C6A92C9973CFC8A953997
F'BDQK
3'BDWH
1129
DATA A9C620D2FFA94920D2FFA94C20D
1161
DATA CFC8A92C9973CFC8A9579973CFC
2'BDML
8'BDCI
60 OCTOBER 1987
Technical Tips/SEQ-Edit
1162 DATA 98A273A0CF20BDFFA901A208A00
1'BDXI
1163 DATA 20BAFF20C0FFA20120C9FF2028C
9'BDSJ
1164 DATA A90120C3FF20E7FF4CEEC1C920B
0'BDPK
1165 DATA 0718694020D2FF60C940B00420D
2'BDAL
1166 DATA FF60C960B00718698020D2FF601
8 ' BDMM
1167 DATA 694020D2FF60ADEA03CDE803ADE
B'BDBO
1168 DATA 03EDE903B00160ADE80385FEADE
9 ' BDHO
1169 DATA 0385FFA04FB1FEC920D00D88C0F
F'BDCP
1170 DATA D0F5A90D20D2FF4C67C98402A00
0 ' BDTH
1171 DATA B1FE2003C9C402F0EBC84C5AC9A
5'BDQI
1172 DATA FECDEA03D008A5FFCDEB03D0016
0'BDIK
1173 DATA 18A5FE695085FEA5FF690085FF4
C'BDYK
1174 DATA 41C912D343524F4C4C20544F204
6'BDHL
1175 DATA 49525354204C494E452C2050524
5'BDQM
1176 DATA 53532052455455524E2E920012D
3'BDIN
1177 DATA 43524F4C4C20544F204C4153542
0'BDKO
1178 DATA 4C494E452C20505245535320524
5'BDLP
1179 DATA 5455524E2E9200A000A92099000
4'BDPQ
1180 DATA C8C0C8D0F6A99820D2FFA91320D
2'BDYI
1181 DATA FFA9C420D2FFA94520D2FFA9562
0'BDQJ
1182 DATA D2FFA93A20D2FF20E4FFC900F0F
9'BDPL
1183 DATA C934F00BC936F007C937F0034CE
E'BDHL
1184 DATA C120D2FF38E9308DED03A90D20D
2' BDMM
1185 DATA FFA9D320D2FFA9C120D2FFA93A2
0'BDGO
1186 DATA D2FF20E4FFC900F0F9C9309010C
9'BDAO
1187 DATA 3AB00C20D2FF38E9308DEE034C4
E'BDDP
1188 DATA CAA9FF8DEE032044C8A901AEED0
3'BDIR
1189 DATA ACEE0320BAFFA90020BDFF20C0F
F'BDUS
1190 DATA A20120C9FF2028C9A90120C3FF2
0'BDTJ
1191 DATA E7FF4CEEC1A000B991CAC900F00
7'BDRK
1192 DATA 20D2FFC84C79CA20E4FFC900F0F
9'BDFM
1193 DATA 4CEEC113980D0D2A2A2A2A2A2A2
A'BDRM
1194 DATA 2A2A2A2A2A0D2A2020202020202
0*BDLN
1195 DATA 2020202A0D2A204631202D4C4F4
1 ' BDVO
1196 DATA 44202A0D2A204632202D5341564
5'BDFP
1197 DATA 202A0D2A204633202D432038302
0'BDPQ
1198 DATA 2A0D2A204635202D50475550202
A'BDRR
1199 DATA 0D2A204637202D5047444E202A0
D'BDNS
1200 DATA 2A20522F532D54414220202A0D2
A'BDCB
1201 DATA 205E59^2D44454C4C202A0D2A2
0'BDEC
1202 DATA 5E4E202D494E534C202A0D2A205
E'BDUD
1203 DATA 57202D5A41504C202A0D2A205E5
0'BDWE
1204 DATA 202D50524E54202A0D2A205E582
0'BDLF
1205 DATA 2D45584954202A0D2A205E48202
D'BDDG
1206 DATA 48454C50202A0D2A20202020202
0'BDJH
1207 DATA 202020202A0D2A2A2A2A2A2A2A2
A'BDMI
1208 DATA 2A2A2A2A0D00FFFF0000FFFF00X
X'BDJK
END
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COMMODORE MAGAZINE 61
TECHNICAL TIPS"
Matches
An exercise in planning a
small piece of code
Teachers often need to develop small
tests in a hurry. One clever teacher
once wondered aloud if she could have
some kind of an easy, general way of de-
veloping tests which are similar in nature.
Why not, I said, let's try it. A bit later we
had a bare-bones prototype program. It
can be used to test word-matching (as in
"which words go together?") but need not
be limited to this kind of application. The
program is now a template, a pattern for
developing similar tests. It will run on all
CBM computers. It is also well suited for
conversion to the Plus/4 and C128 com-
puter's loop structures WHILE-WEND or
DO-UNTIL as everything is coded in form
of loops and subroutines.
Currently, the program throws some
data on the screen, poses questions and
checks the answers. The program applies
to ANY test which can be similarly con-
structed. It could contain answers to small
math problems, it could contain lists of
synonyms, or lists of opposites (if the ques-
tion is changed to say the opposite!) and so
on. The point of this exercise is to save
teachers' time. If a task can be handled by
one program, why write fifty?
To use the program for your own appli-
cation, observe how the program behaves
using the sample data and then substitute
real data. The teacher can shorten the list,
and'or add titles, do more input-checking
(very important), permit three tries, per-
haps, etc.
Lines 120-170
The variables at the beginning of the
program should be set up to match your
application. N=how many pairs of word-
answer data items there are. Currently it
is 20. Z$ is a string of zeros which is used
to make HTS, a string which holds zeros
or x's to flag whether an item has or
hasn't already been used. BS is a string of
spaces to clear screen lines containing a
question, an answer, or the computer's re-
action. The strings D$, cursor down, and
U$, cursor up, position the cursor to print.
MS$0 is a tiny array of two possible com-
puter reactions to what the user says.
Lines 180-220
Lines 180-200 make room for and read
in, from data lines, a list of words, W$(),
numbered from 1 to N. They then read in
a list of corresponding correct answers,
A$0. Array CAO will hold a cross-refer-
ence of answer numbers, developed ran-
domly. The correct answer for word #2 is
answer #2 in data lines, but, when ran-
domly presented on the screen, the test
will place the answer in some other loca-
tion.
Lines 210 and 220 clear the screen and
set up HT$ to be N zeros. Why here? To
allow for flexibility in reading, Later, you
may change this program to do the data
counting for you. In this case, you'll be
modifying N. Once all the things have
been read in, you're sure that N is valid,
so now we're safe.
Lines 240-340
Here comes the tricky part. We have to
arrange correct answers in random order,
but we can't scramble it so badly that cats
would chirp, We have already read in
pairs of words and their correct answers,
now we have to match a line (counter KT)
to the correct answer by building an array
CAO. The index of that array is RN, a ran-
dom number.
A subroutine in line 550 will deliver a
random number. We have one more prob-
lem: once an item has been taken, we can-
not repeat it. So every time we take a
number, we put an x where a zero was in
the "hit-string" HT$. As the program
runs, especially if N is substantially larg-
er than 20, you'll see the computer slow-
ing down a bit as it straggles with dupli-
cates. In any case, if the first random
number is 4, then HT$ will be 000x00 ...
etc. This process is repeated N times
(counted in KT), and we can then immedi-
ately print the first, original word (line
270) with the answer number, and a ran-
dom answer (line 280).
In line 270 the columns get separated
by tabbing (two commas). If it doesn't fit
on your screen, change to 1 comma or re-
format the output altogether using string
by Elizabeth Deal
manipulation of W$() and B$. If you plan
to output such lists to a printer, tabbing is
unlikely to work neatly.
Time for a test. We now need to position
the cursor under the 20 items (of course
you can place it wherever you please by
playing with the D$ and U$ controls), so
that a question can be posed there. Once
again, we could avoid duplicates by set-
ting HTS to zeros and filling it with X's as
the numbers are being used, but it isn't
currently coded in.
Lines 350490
The test is repeated as many as N
times. The subroutine in line 550 delivers
a random number which then becomes an
index, W, which prints a correct word. Du-
plicates aren't checked, but you can repeat
the code from line 290 if you wish. Better
yet, create a subroutine which line 290
will call, so that we can also call it from
line 370. Ill leave this to you as an exer-
cise.
The user answers by typing in a num-
ber. The INPUT statement in line 400 ac-
cepts anything. During the test, you can
quit by pressing RETURN (IF statement
in line 400). You could elaborate on this
code to make it better. For example, set
up a subroutine to check what the user
types, and call it from line 400. If you
don't like what the user is doing, keep in-
putting. This could get tricky, What will
you do if the screen scrolls? Can you per-
mit scrolling? How about clearing the
screen? ... There really are many things to
take care of, but you can think about
them as separate problems to solve with
separate pieces of code; just as we have
done with the random number maker.
If the user types a correct answer, we
will add 1 to the number of right answers,
C and set a flag FC to 1. This allows us to
do two things. One, we print the computer
response numbered either zero or one (see
MS$() in lines 160-170). And two, it per-
mits us to print additional information if
the user typed a wrong answer (line 450,
CA(W) is the correct answer), when FC re-
mained zero. All messages end with a se-
micolon to hold the cursor on the same
line. However, when we're finished, we
can finish the line by coding PRINT (line
460).
All items are finished. Show the final
"score" and quit the program. Again,
you may do anything here that suits the
application.
62 OCTOBER 1987
echnical Tips/Matches
Lines 510-580 - Subroutines
These are "separable" tasks. They could
have been coded above, but it would re-
quire coding the same thing several
times. So it's neater to stick the repetitive
code into a subroutine you can call when
you need. The first one formats a number
V to two places. In the main program V
was always count KT, but you may need it
for something else. Just set V and call 520.
Plus/4 and C128 users can code a PRINT
USING"##";v statement here instead of
the string manipulations. The second sub-
routine returns a unique random number
RN. It sits in a loop checking HT$ for X's
until it finds a random number that has
no correspondence in HT$.
Lines 600-630 - Data
Note that with the exception of three
real items, everything else is phoney data.
That's on purpose. It's easier to develop a
program from a clear, unambiguous set of
data. This is especially true of a program
such as this where we're dealing with the
same data presented in a differing order.
To avoid a nightmare of confusing index-
es, sample data allows you to check that
items which belong together really come
up that way. Once a program is working,
you can stick in any data you wish. A cod-
ing note: if you put REMs in data lines
containing character strings, make sure
that the colon doesn't mess up your string
— it should touch the last data item, else
"wlO" may read in as "wlO " and you'll
have a mess. Another thing to know about
data is, that if it is to contain capital let-
ters, leading spaces or commas or colons,
the items must be enclosed in quotes.
Sample Test Output
1. cat answer 1. meow
2. bird answer 2. al4
3. w03 answer 3. a07
4. w04
answer
4. al5
5. w05
answer
5. al9
6.w06
answer
6.a04
7.w07
answer
7.a08
8.w08
answer
8. chirp
9.w09
answer
9.al7
10. wlO
answer
10. a06
ll.wll
answer
ll.alS
12. wl2
answer
12. al6
13. wl3
answer
13. alO
14. wl4
answer
14. al3
15. wl5
answer
15. a03
16. wl6
answer
16. ssssssss
17. wl7
answer
17. a09
18. wl8
answer
18. al2
19. wl9
answer
19. all
20. snake
answer
20. a05
Which answer # matches wl9? <user
types 5>
Computer says 'correct' since fifth line
matches wl9-al9 pair.
Similarly, to match word #20 (snake) the
answer number is 16.
Before typing this program, lead "How to Enter Programs" and "How to I'se the Magazine
Entry Program." The BASIC programs in this magazine are available on disk from Loadstar.
P.O. Box 30007, Shrcvepurt, LA 711304007, 1 >HU(MI3l-2ft9"i.
Test Program
120 N=20:REM HOW MANY PAIRS 'CQEC
130 ZS="000 0000000 00 000000 0000"
:REM N OR MORE ZEROS' CPCH
140 BS="[39 OR 79 SPACES ]"' BCVE
150 DS=CHRS(17) :U$=CHRS(14 5) ' EOBF
160 MS$(0)="IS WRONG, THE ANSWER IS
" ' BGAJ
170 MS$(l)="CORRECT"'BGRG
180 DIM W$(N) ,AS(N) ,CA(N)
:REM WORDS, ANSWERS, CORRECT* ' CPNO
190 FOR J=l TO N:READ W$(J):NEXT J
:REM WORDS' GRML
200 FOR J=l TO N:READ AS(J):NEXT J
:REM CORRECT ANSWERS 'GBAG
210 PRINT CHR$(147) ; 'CGKY.
220 HT$=LEFTS(ZS,N) 'CJFB
240 REM WHILE COUNT <=N LOOP#l'BTEF
250 FOR KT=1 TO N'DETD
260 : GOSUB 550 :REM GET A RANDOM
NUMBER'CVMI
270 : V=KT:GOSUB 520:PRINT". "W$(KT),
, : 'DSSJ
280 : PRINT"ANSWER ";: GOSUB 520
:PRINT". ";AS (RN) ' DOVL
290 : HTS=LEFT$(HT$,RN-1) +"X"+MIDS
(HTS,RN+1) :REM X=USED'IEJR
300 : CA(RN)=KT :REM CORRECT ANSWER
CROSS- REFERENCE' CNPI
310 NEXT KT :REM END LOOP#l'CMDC
330 HTS=LEFTS{Z$,N) 'CJFD
340 PRINT D$D$D$;'BHMD
350 REM WHILE COUNT <=N LOOP#3'BTGH
360 FOR KT=1 TO N'DETF
370 : GOSUB 550:W=RN 'CIRH
380 : PRINT USUSB$'BHRH
390 : PRINT U$"WHICH ANSWER! MATCHES
"W$(W) " [SPACE2] "; :AS=""'CMZQ
395 : HT$=LEFTS(HTS,RN-1)+"X"+MIDS
(HTS,RN+1) :REM X=USED'IEJX
400 : INPUT A$:IF AS=""THEN END ' FGNC
410 : XX=VAL(A$) 'CHXC
420 : PRINT BS:PRINT U$US'CIDC
430 : FC=0:IF CA(W)=XX THEN C=C+1
:FC=1'HTMK
440 : PRINT WS (W) " - "AS"
: "MS$(FC) ; ' BQDH
450 : IF FC=0 THEN PRINT" "CA(W);
' EKVH
460 : PRINT'BBKE
470 NEXT KT : REM END LOOP#3'CMFJ
480 PRINT C"CORRECT,"N-C"WRONG"'CDOL
490 END 'BACH
510 REM FORMAT NUMBER 'BPRE
520 PRINT RIGHTS(B$+STR$(V) ,2) ;
: RETURN *FLRG
530 REM GET A UNIQUE RANDOM NUMBER,
FLAG USED WITH X ' BOMN
540 REM WHILE RND# ISN'T NEW DO
LOOP#2'BACK
550 FOR J=l TO 1E3:RN=INT(RND(1)*N+1)
' IPIM
560 IF MIDS(HT$,RN,1)="X"THEN NEXT J
:REM END WHILE LOOP#2'GBFP
570 REM OK, WE HAVE A NEW RNDI'BRUL
580 RETURN ' BAQH
600 DATA CAT, BIRD, W03 , W04 , W05 , W06 ,W07 ,
W08,W09,W10'BPJJ
610 DATA W11,W12,W13,W14,W15,W16,W17,
W18,W19,SNAKE'BQML
620 DATA MEOW, CHIRP, A03 , A04 , A05 , A06 ,
A07,A08,A09,A10'BROL
630 DATA A11,A12,A13,A14,A15,A16,A17,
A18,A19,SSSSSSSS'BTIN END
COMMODORE MAGAZINE 63
Inevoy
cilyofthis
country
someone is
waiting to
meetwu.
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Unfortunately, they don't
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That's why you should join
Q-Link. The official online.
anything-can-happen club that's
custom-built for the Commodore
Crowd. The only one that stays
up as late as you do, every night
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Link up with the
Commodore Crowd.
On Q-Link, you can meet
Commodore owners from all
over the United States and
Canada. Some with the same
interests. Others with new
interests. And all of them having
a great time talking about it.
You might find a Las Vegas
waitress hosting a party. Or an
accountant from Cleveland an-
swering questions on tax reform.
Or six guys from Brooklyn
looking for a game.
But wherever you wander,
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because Q-Link members are
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Of course, for those of you
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how many thousands of people
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left is this:
How much longer are you
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[ ALREADY HAVE A MODEM, BUT 1
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I Olk-r i.tln! in [ho*.'iHiniK-m.]l V S ,iikU'.iii.nijH ttiMK'v.
I muriiilvr'.onU Expifo \2 M'ffl Thcccisu communis) i^ns
siirLh;ir^Mi»r'connLXli[)nlnQLinkrr«MnCaiiada:6i:<:rilsfU.S.)
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I 13 cents (U Super minute mini over 85 other loeaiom
The Commodore Connection:
iimnjim.'. Cmr«!*nji«v W 4ml t'ti
,.IC.™.<l«tlcvi™^l.n,«J.y.l.irl...^->..rmJ,l.,ig>..«u,l,C.»l^.KrVn,.l-..i^ Tlvl.l.- I» I luwsiQ i,.iBjBiuHi..t1fcl«l™nf &UU. In.
by Gary V. Fields
KEYBOARDS
TRAINING FOR THEIR FUTURE
Does a child exposed to computers really gain an
edge? If a child shows no interest in computers,
should you be alarmed? What is the best age to
introduce a child to computers? These are just a
few of the questions answered in this in-depth
look at computers and children.
To answer questions like
these, I talked to three
educators in North Carolina:
June McCraken. computer
coordinator for the Asheville
City School system; May Mat-
thews, computer specialist for
the Buncombe County School
system; and Harold Miller,
mathematical psychologist and
computer consultant in Arden,
who heads the computer de-
partment for Asheville Coun-
try Day School.
The first thing most parents
will be relieved to know is that
none of the educators equated
computer literacy with being
able to program a computer.
They see no reason for alarm if
your child graduates from high
school knowing Spanish but
not Pascal. What does concern
them is the possibility of your
child finishing high school
without adaquate hands-on ex-
perience with a computer.
It is a rare parent who
doesn't want the best for
his/her child. Unfortunately,
knowing what is best isn't al-
ways easy. Knowing how to
prepare your six year-old to
compete in the twenty-first
century requires more than
guess work— so here are some
guidelines.
Is there an ideal age to intro-
duce the child to a computer?
McCracken: In our schools, the
computer program is structured
so every child has access to a
computer. We like children to
begin working on the thinking
skills — the process of which in-
formation is moved into and out
of a compute]' — in kindergarten
or first grade. Computers man-
age imformation sequentially. If
big problems are broken into
several small problems, they be-
come manageable. It's impor-
tant that children learn to think
problems through in this way as
early as possible.
Matthews: I don't know, but
kindergarten children sure pick
up on things quickly. It's like
they already know how to do
things. It's incredible. They are
very excited about using com-
puters.
Miller: If you can have one in
your home, I wouldn't draw a
line on age, I have a friend
whose two year-old runs pro-
grams with a mouse.
Do computers develop any
skills better than traditional
teaching methods'.'
Miller: The computer Is really
good for hands-on experience
teaching things like graphics or
robotics. Tins way, students
learn physics, mathematics
(LOGO is a very geometric lan-
guage), and music. The greatest
thing about a computer is that it
is empty. You make it into any-
thing you want. I think that's
fantastic. When you turn them
on they can be anything you
want them to be. I let the soft-
ware attract the students to the
computer.
I view computers as an exten-
sion of the mind. It allows you
to do on the screen what we
used to do only in our minds. In
our minds, we are constantly
cutting and pasting thoughts —
but cutting and pasting in the
real world is pretty hard to do.
The computer frees you to think
creatively on something besides
your brain. In that sense, it is
an extension of your brain.
Computers expand a child's cre-
ative potential.
Matthews: We use them for
chill and practice in the lower
classes where they have proven
very effective, although all stu-
dents don't find that type of in-
struction particularly motivat-
ing. I think the best use of a
computer is in problem-solving
applications. The computer can
simulate problems which would
be difficult to introduce other-
wise. The children are free to re-
vise their thoughts and think
again and again, which normally
can't be done in the classroom.
Computers are very patient
teachers.
I'm sure every parent has won-
dered if computer games are
good for a child. Should a par-
ent control which games the
child plays'.'
Miller: It depends upon the
game. I think good simulation
games are excellent experiences
for the child. I don't have much
use for video games.
McCracken: The light kind of
game is fine. The game should
be something that requires
more from the child than just
pressing a button. Parents
should be selective in the choice
of games they bring into the
home.
Matthews: If you want the child
to actually learn something, you
need to selectively choose the
software, I agree that simula-
tion games are among the best,
and most children enjoy them.
The key Is stimulating the child
to think independently. For
young children I like to see
games that teach letters, sha]>es
and colore. Then we introduce
pi
software that helps them with
counting or games which re-
quire picking out what is differ-
ent in a picture.
What types of games sliould
parents enemtmae their chil-
dren to play?
Miller: Get your child involved
with good simulation games. I
love SubLogic's Flight Simula-
tor. The new version allows you
to connect two computers by a
null-modem cable so two stu-
dents can fly together. It's not a
war game so you can't shoot
each other — the kids would love
to be able to do that — they fly
together, I teach flying that
way. I'll say, "Now you follow
me on my tail. Keep me in your
window." We'll do loops, banks.
land, whatever. Kids eat it up.
Plus the children have to work
together on two different ma-
chines. We need to see more
software designed that way.
I like the games where the
child must practice a skill. A
good example is a game that re-
quires the child to read a map.
Computers were designed to
give you access to facts about
the real world, and good games
should embrace that power.
A computer is a window to
the real world. They give you
the chance to try your ideas on
the screen before you try them
in the real world. Computer's
help children that are not good
at visualizing and imagining
things. I hope that when they
return to the real world they
take some of that screen with
them. Hopefully, it becomes
part of their imagination. I like
games that make children use
their imaginations. Most shoo-
t'em-up games do not do that.
McCracken: It should be a
thinking game — a game that
makes you think if I push tins
button this will happen, but if I
make this choice, this other
thing will happen. Which would
be better?"
Matthews: Any game that re-
quires the child to think. Better
still, the game should require
the child to use reference mate-
rial A good example would be
Broderbund's two Where is
Carmen Sandiego? games.
COMMODORE MAGAZINE 67
Is the time using the computer
in school enough? Is a home
computer more helpfiil?
Miller: I think it's great for a
student to have a computer at
home. I think it's great for a
family to have a computer. I
would never force a computer
on a family, but I strongly en-
courage it, especially if the child
shows any kind of interest. I
do tell the parents not to buy
video games, but they always
do. A computer should expand
the child's view of the world.
They should exercise their
brain when they play a game.
McCracken: If a child really
likes working with a computer,
he or she probably doesn't feel
they get enough exposure at
school. But the parent certainly
should not feel guilty if they do
not have one in the home — as
long as their school system pro-
vides them. Now if the parents
have the resources to buy one
for a first or second grade stu-
dent, that's fine. Children that
age can do things with them.
word processors almost always
turn in better papers than they
would have if they had not been
able to preview and easily revise
their work. We've also seen an
improvement with the students
enrolled in our Chapter One
(Federally funded) program.
Computers are making a differ-
ence there.
Matthews: I don't know if that
is true or not. It's been my expe-
rience that students with com-
puters at home do better in my
computer science class than
those who do not, but that may
be true simply because they
have more chances to practice
their skills.
if a child shows no interest in
learning or using computers,
should a parent Ite alarmed'.'
Miller Young children come to
computers when they are ready.
I would not push them if the
child isn't interested. Now, if
the child is approaching high
school and hasn't had any hands-
on experience, I would be upset.
dren should be exposed to com-
puters. What children don't find
interesting at age 11 they may
find very interesting at age 16.
The important thing is that they
have the opportunity.
And it's always nice if the child
has the same tools at home they
have at school, but we certainly
don't require it. The advantage
of a system at home is that the
parents can enjoy them too.
Do children who use home
computers do better in tradi-
tional classes?
McCracken: I suspect that stu-
dents exposed to computers do
better. I know children who use
It's good that schools require
some computer studies.
McCracken: I wouldn't be
alarmed. I would try to make
the child aware of all the com-
puters around them. You know,
point out the computers in the
bank or grocery store and show
the child how important they
are in our everyday activity.
Matthews: Some students are
simply not going to be as inter-
ested as others. I do think ehil-
A computer is a
window to the real
world. They give you
the chance to try your
ideas on the screen
before you try them
in the real world.
What shmdd a parent do to in-
terest their child in computers?
Miller: I don't think there is a
lot a parent can do. You can't
push these things on a child.
When they are interested, they
go to them. I think it's impor-
tant that schools require chil-
dren to attend some classes so
they get a chance to taste the
thing and make up their own
mind.
Is computer knowledge going
to he as important in our chil-
dren's life as we are lead to be-
lieve?
Miller: Children should be pre-
pared because their future will
be filled with computers. Com-
puters are going to be accepted
as just another tool. You pick up
a hammer and use it, you pick
up a computer and use it. It's
important to know how to prop-
erly use tools. It's as simple as
that.
I'm not overly concerned with
young students, five to ten —
they were bom into the comput-
er generation. The ones I worry
about are the older kids, high
school and older. They were
bom too soon. They didn't have
the chance to grow up with
computers in their home like the
young ones do.
The students who will have
trouble in the real world are the
high school age kids who never
got the chance to become famil-
iar with computers. There are
presently universities in the
Northeast and California which
require that the student bring a
computer to class. It's like a no-
tebook Parents see the impor-
tance of computers and the
teachers see it, but the students
don't. Some of our eleventh and
twelfth graders would be lost
trying to go to one of those
schools — they wouldn't know
how to function in a school like
that. So in a sense, the student
without computer knowledge is
limiting opportunity.
McCracken: I think it will be. I
don't think children necessarily
need to know how to program
the computer, but they need to
know how to use it to enhance
their living. And they shouldn't
wait until they're almost out of
high school to begin to study.
They should begin using them in
first grade.
By the time the children in
school today are ready to join
the work force, computer skills
will make a difference in their
earning ability. This is going to
affect the people in the middle
income range more than those
people in the upper income
range.
Should parents be alarmed if
children spend too much time
with their computers?
McCracken: It depends upon
how the computer is fitting into
their other after-school activi-
ties. If the interest in the com-
puter interferes with physical
You know, point out
the computers in the
bank or grocery store
and try to show the
child how important
they are in our
everyday activity.
and social activities, then yes, I
would be concerned. If the com-
puter is only cutting into the
time the child normally watches
television, then I wouldn't ob-
ject. I don't think it's good for
68 OCTOBER 1987
the child to spend hours and
hours sitting at the computer.
Children need to have well
rounded interests.
What ratio between student
and computers now exists in
your systems?
Miller: Our ratio between stu-
dents and computers is about 15
to 1. 1 think that is pretty good.
The computer frees
you to think
creatively on
something besides
your brain. In that
sense, it is an
extension of your
brain.
McCracken: We have 1 com-
puter for every 17 students.
Matthews: Right now we have
1 computer for every 28 stu-
dents. I think that's pretty
good, but not as good as we'd
like. North Carolina was funded
for a ratio of 1 to 50, which was
thought as adequate, so we're
happy with the ratio we have.
Has the introduction of com-
puters in the classroom made a
measurable difference in the
amount of knowledge a child
absorbs as compared to pre-
computer years?
McCracken: I'd like to think
that is true, but not enough chil-
dren have been exposed to com-
puters in school long enough to
accurately compare groups yet.
There hasn't yet been a child
who has gone from kindergar-
ten to graduation using comput-
ers. But I do know on the high
school level, computers have
helped improve thinking pro-
cesses by the use of word pro-
cessing. The papers they are
turning in have improved.
Most children like computers,
so using them as a tool is good
experience. Computers are
helping both gifted as well as
disadvantaged children. It gives
both an alternative learning
style.
Matthews: I haven't seen any
studies that address that ques-
tion. As the children move out
of our kindergarten program,
we'll be able to see if that is
true. Right now we are just
waiting.
graphically-oriented and more
creative. They don't seem to be
so interested in the intellectual
side. Boys, on the other hand,
like to write their own pro-
grams— control things. At our
school we have an after-school
class that kids are free to take.
That class, ages 10 and younger,
is split about 50/50.
get near the thing. Now I can't
get near it because she uses it
for word processing and design-
ing graphics.
McCracken: The sex of the
child does not affect his/her abil-
ity to use computers. But boys
do seem to take to computers
quicker than girls. It may be
just because boys are a little
I think parents of
girls should
encourage their
daughters to
investigate
computers. As girls
see more and more
women using
computers, I think
they will be more
attracted to them.
Dees the sex of a child make a
difference?
Miller: Yes, I've seen a differ-
ence. Girls in general are more
If the computer is in the
home and the child sees the par-
ent using it, they'll want to do
what their parents do. I think
that's why boys seem to be at-
tracted to computers more than
girls. The son sees Dad using
the computer and he wants to
do the same. Parents are role
models. If you want your
daughter to be interested in
computers, I guess the mother
needs to be interested too.
There are two kinds of kids as
far as computers are concerned.
There are the kids who are at-
tracted to computers as a tool.
They want to see what they can
make it do. Then there ate the
children who need to see an im-
mediate application for the com-
puter before they will get in-
volved with it. My wife was like
that before computers had win-
dows and a mouse. She wouldn't
more aggressive than gills and
get to the computers in our labs
first.
I think parents of girls should
encourage then- daughters to in-
vestigate computers. Now our
classes are designed so girls
have the same chance to use the
systems as boys. As girls see
more and more women using
computers, I think they will be
more attracted to them.
Matthews: Girls sometimes feel
excluded from computers if the
environment around them is
very competitive. I've always
had a good mixture of both girls
and boys in my classes, but I'm
a female teacher so that may
have made the difference. I
think role modeling is impor-
tant. If you want the child to
use the computer, it's important
for the child to see the parent
use it. Contin ued on pg. 1 OS
COMMODORE MAGAZINE 69
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by Gary V Fields
S.D.I., Sinbad and the Throne of the Falcon and
Defender of the Crown
Mlndscape, Inc. has recently begun taking the
Amiga software industry by storm with the release
of the Cinemaware titles from Master Designer
Software. The first title, Defender of the Crown,
won the 1986 award for Best Graphics (16-Bit Divi-
sion] from the Software Publishers Association.
Here are reviews of the second two titles, S.D.I, and
Sinbad and the Throne of the Falcon, along with a
behind the scenes look at the creation of Defender
of the Crown.
In a word, Sinbad
and S.D.I, are the
prime cuts of today's
adventure menu.
'
SDJ. and Sinbad are both interactive
games for the Amiga which mix interest-
ing storylines with arcade action, eye-
boggling graphics, logical command se-
quences and realtime challenge. This is
all packed in a movie-like environment,
complete with screen-titles and credits.
But the stories are about as for apart as
the planets. Sinbad is rooted in the myste-
rious, mythical storytales of centuries
past, while SDJ. is as current as today's
headlines and as chilling as tonight's
nightmare. Yet both mix one-on-one chal-
lenge with strategy, surprise, freshness,
variety and an occasional romantic inter-
lude.
It's hard to believe it was only four
years ago when I was amazed with the
first version <&Zork, In that brief interim
the improvement adventure games have
undergone can only be described as awe
inspiring. These two are true to the Zork
heritage for being enjoyable, unpredict-
able, challenging and interest-riveting.
But to put these two in the same category
as those early adventure programs would
be like comparing filet mignon with
vienne sausages. Both are eatable, but
only one is a feast. In a word. Sinbad and
SDJ, are the prime cuts of today's adven-
ture menu. I did find a little grizzle on
both I wish had been removed (more
about that in a minute) but for the most
part both are to my liking.
Sinbad And the Throne Of the Falcon
turns back the pages of adventure to the
legends of the Arabian Nights. The screen
truly comes alive in the most realistic
ways in this Amiga version of the adven-
ture. You assume the character of Sinbad
the sailor who has been summoned to the
court of the Caliph in Damaron, father of
his childhood sweetheart, Princess Syl-
phani. An evil spirit has transformed the
Caliph into a dying falcon. Your job is to
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search the dangerous mythical world cre-
ated by the program and find and destroy
the evil which has visited the throne. A
time limit (displayed as sand passing
through an hour grass) is enforced and
dozens of obstacles, physical, magical and
sensual will be placed in your way. To aid
you on your quest you can talk with the
Princess, a gypsy, a genie, a shaman and
Libitina — a vamp in every sense of the
word. Conversations with all can vary
from casual to highly helpful, but only Li-
bitina knows how to show a sailor a good
time (yes, you read between the lines cor-
rectly!.
To complete the adventure you must un-
ravel the mysteries of the Caliph's trans-
formation. To accomplish this you must
converse with the characters you encoun-
ter, navigate and explore the seas sur-
rounding Sinbad's huge mythical world,
gather a crew to sail your ship and fight
for you, defeat the Black Prince and his
army, and recover the three jeweled eyes
of the Ishtike idols. And if that's not
enough, you'll have to fight evils like huge
Cyclops, evil smelling Pteronoxos, winged
lions and nimble-footed, sword-totting,
death-defying skeletons. Once you get
past all those, things really get tough.
Each challenging encounter is executed
under joystick control rather than a
mouse. This means you must have both a
mouse and a joystick plugged in before be-
ginning your exploration. I initially ob-
jected to this requirement, but after losing
my sword fight with the skeleton a couple
of times, I saw the wisdom of using the
traditional arcade input device — these
encounters with death are executed at
%<*
<J
As Captain McCormick, you
must defeat a fleet of KGB
space fighters and use
S. D. I. 's defense lasers to
thwart wave upon wave of
Russian missiles.
true arcade speed. One wrong twist of the
joystick and the onscreen blood you see
splattered will be your own. The realistic
graphics displayed here are shown in de-
tail almost to an objection (sword fighting
can be messy).
The game includes an option to save
your spot so you can return to that point
later and all options, including conversa-
tions, are activated by using the mouse to
pull down a menu from the status line.
This makes controlling Sinbad, moving
from location to location and making deci-
sions fast and as easy as pointing. Con-
versing with the characters you meet on
your travels is not done in the traditional
adventure method. Rather than input
your messages on the keyboard, the menu
lists the three or four statements which
are appropriate for each situation. Purists
in the adventure audience may object to
these limitations, but I personally found
the method refreshing. If nothing else, it
prevents you from wasting valuable time
chatting about nonsense, and keeps you
on the important matters at hand. If there
are any objections at all to the mouse in-
terface employed here, it would be that it
spoils you against games that don't use it.
The game SDJ. is as far from the age of
Sinbad as night and day and is as timely
as the challenge and threat we may face
tomorrow. S.D.I, stands for Strategic De-
fense Initiative, which is normally re-
ferred to in news reports as Star Wars.
Again you assume the role of a movie
COMMODORE MAGAZINE 71
To aid you on your quest you
can talk with the Princess, a
gypsy, a genie, a shaman
and Libitina — a vamp in
every sense of the word.
character in this graphic/arcade/adven-
ture game. But unlike Sinbad who is con-
cerned primarily with the well-being of
one person and one country, the hero of
SDJ,, Captain Sloan McCormick, is re-
sponsible for the safety of millions of
Americans and the other unnumbered
free souls around the world.
The scenario in S D J. is this: a revolu-
tion is taking place in the Soviet Union,
sparked in part because the United States
is close to completing the S.D.I, defense
shield, which the Soviet military is afraid
will be used as an offensive weapon. In the
middle of the revolt, the KGB seizes key
Russian military missile sites and
launches an attack on the S.D.I, satellites.
Once the satellites are disabled, the KGB
begins an actual nuclear offensive against
the United States. In an odd turn, Moscow
requests U.S. help to end the revolt and
puts their own space station at McCor-
mick's disposal. The station is command-
ed by Natalya Kazarian (she looks like
one of the ladies of pleasure and power so
popular in James Bond movies), a woman
you'll want to meet.
Before you can rest, as Captain
McCormick, you must defeat a fleet of
KGB space fighters, use S.D.I.'s defense
lasers to thwart wave upon wave of Rus-
sian missiles, and go to Natalya's defense.
To succeed, you must fly and fight with a
super spacefighter, wisely command the
S.D.L shields, repair damaged satellites,
and dock with both the U.S. and Soviet
space stations. Before it's all over, you'll
have to fight your way — with laser gun
blazing — through the corridors of the
Russian orbiting headquarters to find and
save Natalya. But take my word for it,
this Russian female is worth saving. Un-
like Sinbad, SDJ. offers no option to save
your place in the "movie" — the conflict
here is win now or lose.
The graphics employed in SDJ. have to
be seen to be appreciated. The control
room scene in the orbiting space station is
perfect in even the smallest detail — col-
or, dimensions, lighting effects, huge map
screens, animation, flickering panel
lights, etc. The display which represents
Captain McCormick is proportional and
realistic in detail, coloring and action. The
view out the front of McCormick's star-
fighter is three dimensional and all you
would expect or want from an arcade
game. It took some practice for me to get
used to the ship's controls and gauges (a
mixture of joystick and keyboard input).
Unlike the dial controls in an airplane,
the starfighter uses bar gauges to indicate
speed, fuel and energy. At full speed the
gauge was solid red while decreasing
speed made the bar drop like the liquid in
a thermometer. I would have preferred
number readouts, but with time I adjusted
to this display scheme.
When you leave the orbiting station,
your job is to destroy attacking fighters
and keep the system's satellites repaired
so they can be used when the actual mis-
sile attack begins. I found it difficult
enough to fight off the KGB bad guys who
were trying to dust me, much less repair
satellites. But it all can be done if you
practice, and practice and practice. After
you've completed all the repairs you can,
you must dock with the space station, re-
pair and refuel your ship, and return to
control headquarters to direct the defense
against the missile attack.
Again the graphics are outstanding and
almost too realistic. You'll know what I
mean when you view the incoming nucle-
ar tipped missiles and the screen shows
they are targeted for your hometown.
Knowing that this scenario could come to
life any day, it's hard not to feel a little
uneomfortable "playing" this war game.
After each missile wave you must return
to space to repair the damage done to
S.D.I, and go at it again with the KGB.
Eventually you'll get a call from Natalya
that her command station has been over-
run and asking for your help. Actually
you can dock at the Russian station any
time you wish, but the chances of finding
Natalya are slim without her request.
Inside the Russian space station you
must fight the invading KGB agents
while moving through the corridors. If you
saw the scene from the first Star Wars
movie where the Empire's storm troopers
captured the princess, you'll have a good
idea of what the fighting in the space sta-
tion looks like. Your options here are to
dodge, shoot or run. (Hint: when you hit
one of the bad guys, keep shooting him
until he is dead. A single shot will only
slow them down, but a steady zap will
clear that opponent from your path.)
You'll know what I mean
when you view the incoming
nuclear tipped missiles and
the screen shows they are
targeted for your hometown.
Eventually you will reach the room where
Natalya waits. You'll know you are in the
right place when the screen displays the
room shown on the cover of SDJ. And let
me tell you — that Russian woman is glad
to see you — wow.
As I suggested above, both games are
wonderful, but not perfect. SDJ. has no
option to save your spot during play as
Sinbad does. (You can however "pause"
the action to catch your breath.) Appar-
ently a "save" option was omitted because
SDJ. is more an arcade/action game with
great graphics while Sinbad more resem-
Continuedonpg. 117
72 OCTOBER 1987
7\, catapult tosses rocks at a medieval
castle as the assembled seige troops look
on. Slowly, the walls of the castle crumble
under the attack. The troops rush the
walls of the castle as the inhabitants flee
or vainly attempt to defend themselves.
Another territory falls and is added as a
vassal to the conquering lord. This is one
of the scenes from Defender of the Crown,
a game from Master Designer Software
that breaks new ground in several areas.
It's the largest game ever shipped, com-
pletely filling two Amiga disks (at
880KBytes each). It has the most detailed
graphics of any game I've ever seen, and
also some of the most lifelike action. The
president of Master Designer Software,
Bob Jacob, says, "One thing I think people
will be able to say about us is that we were
not afraid to take chances. There's no
question we're setting a new standard for
computer games."
Several people played important roles
in the development of Defender. The pro-
ject started when Kellyn Beeck brought
the preliminary design specifications for a
game based on the Robin Hood concept to
Bob Jacob. The six page outline covered
many of the elements that made their
way into the final game: the time period of
the game, the sword fighting and jousting,
the concept of income from territories,
raids and ransoms, and many other im-
portant components.
One other important phrase appears in
this early draft, Interactive movie'. This
description has been used in virtually ev-
ery article and ad regarding Defender.
The idea is that the game becomes 'a work
of entertainment that draws you into an
animated world of castles and kings, val-
iant knights and bold adventurers'. This
is an apt description of Defender.
Four months later, in mid-July, the
Robin Hood game had evolved into De-
fender. Elements of the earlier design
could still be seen in the latest draft of the
design outline; Sherwood Forest, Saxons
and Normans, and the ability to ask Rob-
in for assistance. For the most part
though, the game had taken the shape it
would finally appear in. The map of Eng-
land had been finalized, details of each
module had been worked out, and the im-
portant algorithms that govern the play of
the game had taken shape (more on this
later).
Meanwhile, Jim Sachs had been con-
tacted to do the art for Defender, For those
of you who do not know Jim Sachs, he has
become one of the best known of a small
group of artists who create graphics for
computer games. His work is immediately
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The creation of
Defender of the Crown
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recognizable by its realism and attention
to detail. Work was begun on what was
eventually to be the largest amount of art
contained in any microcomputer game to
date, almost 1.5 MBytes.
Jacob then called Jim Cuomo in France
to develop the music for Defender. Cuomo
had been living in Europe for the last
eleven years, coming to the States on oc-
casion. He has been recognized as an in-
novator in electronic music, and has sev-
eral records released in France. They had
first met during a trade show, and stayed
in touch. Jacob was certain that he would
find a project for Cuomo at some point. He
was right.
Finally, R. J. Mical was brought in to do
the programming that would tie all the
elements together. Mical had been a part
of the team that developed the Amiga,
and was ideally suited to handle what by
now had become a project larger than any-
one had imagined. His job was to create a
game program that would be faithful to
Beeck's design, incorporating Sachs' art
and Cuomo's music, and to meet a dead-
line of two and a half months.
Coordinating all of these individuals,
keeping the channels of communications
open and active, and maintaining a per-
spective on the overall project was the job
of John Cutter, Director of Product Devel-
opment at Master Designer. Cutter is best
known for his work with Gamestar. He de-
signed the GBA Basketball game distrib-
uted by Activision.
Tinkering behind the scenes of
Defender of the Crown.
A lot goes into designing a game. Every
screen, every option, the timing of events
and the user interface all need to be
planned in advance. A system to deter-
mine the outcome of every event must be
devised, and it must be integrated into the
rest of the program since the outcome of
any event should effect the rest of the
game. The tool a game designer or pro-
grammer uses to handle the mechanics of
game play is an algorithm. This is a
mathematical formula that takes into ac-
count every variable element of a game
that affects the possible outcome of an ac-
tion.
Fll use one example from Defender to il-
lustrate. Two armies can face each other
in battle. How does the game decide which
will win the conflict? Armies are repre-
sented on-screen by one soldier being
shown for every fifty men-at-arms in the
army. If there are knights in the army as
well, one knight is displayed. There are
three tactics available during a battle: fe-
rocious attack, stand and fight, or wild re-
treat. We'll just consider the stand and
fight option. Get out your pencils and fol-
low along.
Here are the two algorithms used:
Attacker losses =
(DS*3 + DK*5-
(S*2 + K*8) + RND)/L
Defender losses + (S*2+K*8-
(DS*3 + DK*5) + RND)/DL
Now to explain what each variable is:
S = # of attacking soldiers
K = # of attacking knights
L = attacker leadership rating
DS = # of defending soldiers
Continued on pg. 98
COMMODORE MA3AZ1NE 73
THE
byDanGutman
Computer owners across
the country are
developing a new
language. The messages
that people are sending
from computer to
computer over phone
lines are different from
conventional
communications. This
new language is part
visual, part verbal and
part symbolic.!
ELECTRONIC
COCKTAIL
PARTY
Telecommunications Gives
Birth to a New Language
The New CB—
Electronic Cocktail
Parties
I went to a wild party the
other night. Needahug was
there. So were Boy Toy 69,
Rambo 20, Captain Space,
ImaBadGirl, Mr. Nice, and
Jello Man. We all had a great
time. The amazing thing was
that we were scattered over the
Northern Hemisphere.
It was just another night on
the CB Simulator.
The CB fad (citizens band)
hit it big back in the seventies,
when people all over the coun-
try were buying CB radios for
their cars. The craze didn't last
very long, primarily because
drivers don't have a whole lot
to say to one another besides,
"Wateh out for Smokey" and
"104, good buddy."
But mass communication is
no fad. Here in the eighties,
CB is evolving. Every night,
thousands of computer owners
gather in front of their screens
to chat with friends thousands
of miles away. You'll find CB
simulation on all the major in-
formation networks — Quan-
tumLink, CompuServe, GEnie,
and The Source.
CB stalled with a small cult
following in 1979 and it keeps
getting bigger every year. As
many as 200 people have gath-
ered at the same time on one
CompuServe band. On any
given night, you may find
yourself chatting to Steve
Gerber, who created Howard
the Duck, Katherine Hep-
burn's personal photographer
(Cuffs) or Jerry Lewis' first
cousin (Calfax). GEnie reports
that some customers rack up
on-line charges as high
as SI ,200 a month just to
chat.
I chatted with two
gurus of the CB crowd,
CompuServe's Cupcake
and GEnie's Muffy. Both
watch over the CB areas on
their respective networks.
Cupcake is actually Terry
Biener, who lives in Valley
Stream, New York. She
became a CB nut in
December of 1981 when her
husband became a Compu-
Serve subscriber.
"I wasn't really interested in
computers at all," she says.
"But I tried it out and within a
day I was completely hooked."
I can't tell you much about
Muffy — she won't let me. She
does admit this, though: she i
divorced, somewhere betwe
the ages of 21 and 50. and runs
her own word processing busi-
ness in Virginia. "I try to keep
very anonymous," she claims.
"I have nothing to do with
Muffy. She's just some wacko ;
who does this."
The Medium is the
Message.
CB simulation looks some;
thing like this on your screen...
(FoxyLadv)Hiall!
(Bill B)Yo! Get funky! How
old, Foxy?
(FoxyLady) Old enough to
know better, BB :-)
(Dweedledee) Mets STINK,
Dweedle! Sox all the way!!!!!!!
(Bill B) Yo! Boston, how old?
What do you look like?
(Mr. Ed) Let's go Mets!!! U
watch the game last nite?
And so on. The words fly
across the screen while unseen
fingers pound keyboards. Every-
74 OCTOBER 1987
body's talking and typing at
once. There are many conver-
sations swirling around you at
the same time, and people
come and go. CB simulation is
the electronic equivalent of a
cocktail party. BYOB. But
when you go to this party,
you don't have to get dressed
up. For that matter, you don't
have to get dressed at all.
Each network usually splits
up the CB section in their ser-
vice into many bands, so that
people can gather and commu-
nicate in smaller groups. Natu-
rally, people tend to flock to
bands that have people like
themselves. On CompuServe, /
Band 1 is unofficially for
adults, 17 is for children, 22 is
for seniors, and 33 is for alter-
nate lifestyles (gay and bisex-
ual).
GEnie Muffy reports that
many of the CompuServe al-
ternate lifestyle CBers are also
members of GEnie, and have
claimed the same turf as their
own. "They come over here and
jump on channel 33," she says.
Critics used to complain that
the computer isolated people
from one another. In reality,
the computer may be the most
important advance in bringing
people together since the in-
vention of the telephone.
One Picture Is Worth a
Thousand K
When we communicate in
person, you get your point
across by using facial expres-
sions and body language.
When you talk on the phone,
you can change the inflection
in your voice. You don't have
these tools when you're on-line.
But you do have the power of
punctuation, repeating letters,
and visual images. CB people
use these to the fullest to com-
municate.
Just as :-) represents a smile,
you can show unhappiness by
turning the parenthesis
around. Just type :-i . If someone
makes you shed a tear, you can
let the world know by typing :'(.
Q-Link subscribers particular-
ly like to use this visual short-
hand.
Here are a few other symbols
people use to express their feel-
ings through their computers.
For each one, turn your head to
the side.
Laugh - :D
Wink-;)
Sunglasses -B>
Surprise - :0
Bored: -:I
Sticking out tongue - : P
Kiss-:*
Kiss and hug-:*<>
Sending flowers - ->->> +
Throwing up - :Q
There are other tricks. When
you talk on the telephone, you
can yell, scream, or slam down
the receiver in disgust. To
shout on-line, you can use
CAPITAL LETTERS. If you
need to get your point across,
blast out some EXCLAMA-
TION POINTS!!! Show'em you
mean business. Hold down that
! key like you're firing a ma-
chine gun!!!!!!!!!!!
Those repeating letters can
be really expressive. Hahaha-
hahahahahahahahhahahaha-
hahaha!!! It can also be really
obnoxious and harrrrrddddd
toooooo readdddddd if
youuuuuu overdoooooo it.
MYK (Minimize Your
Keystrokes)
You'll often see abbrevia
tions in computer chat. Instead
of typing "by the way," just
type "BTW." OTF means "on
the floor" (as in 'laughing''
^"LOL means "laughing out
loud." Abbreviations make it
possible to "talk" faster, which
is important when the words of
20 other people are zipping
across your screen. Not only
does an abbreviation get your
point across quickly, it also
makes the people who under-
stand it feel like they're part of
the in crowd. It's kind of a se-
cret language only for mem-
bers of the club.
If you're feeling left out,
memorize these:
OTW — On the way
AFK — Away from keys
BAT — Back at terminal
BRB — Be right back
GFD — Going for drink
FAS — For a second
FAW — For a while
ILY — I love you
ROFL — rolling on floor
laughing
TTFN — Tata for now
IYQ2 — I like you too
CULTR — See you later
REHI — Hello again
Just the Facts, Ma'am
English teachers have yet to
discover telecommunications.
When they do, they won't be
too happy. On-line grammar is
horrendous. Nobody uses com-
plete sentences. Typos and bad
spelling are all over the screen.
Nobody cares. What matters
is instantaneous communica-
tion. If you're in a chat mode
with 46 people all trying to el-
bow their way to the screen,
there's no time to make certain
you followed the i before e rule.
You've got to say what you
have to say and say it fast. "If
you sit there and type a book,
the conversation is going to go
way past the subject," says
CompuServe's Cupcake.
In reality, the
computer may be the
most important
advance in bringing
people together since
the invention of the
telephone.
Electronic conversation is
closer to talking than it is to
writing. When we write a let-
ter, we've been trained since
childhood to choose our words
carefully and make perfect
sense. When we talk, we mum-
ble, stutter and change
thoughts in mid-sentence.
Nimble fingers are an asset
on CB. You can tell who the
fast typists are because they
simply "talk" more often. On
GEnie, a group of CBers has
developed their own code in
which numbers represent
groups of words. Typing "45,"
for instance, may be a way to
say "this guy's a real jerk."
Only the people who are pail of
the group have a list of what
the numbers mean.
"CB stimulates the wit and
the mind," says CompuServe's
Cupcake. "I used to sit home
with my three year-old discuss-
ing wallpaper with other moth-
ers. After a few months of CB, I
suddenly found my lost wit and
I started thinking quicker."
There's another reason to
think fast and type faster on
CB. "We're talking money
here," says GEnie's Muffy.
When you're chatting on CB,
you're paying for it by the
minute.
To Tell the Truth
It's interesting how new
technologies always seem to
provide innovative and unusu-
al ways for people to be dishon-
est. "You have the guys that
like to jerk the other guys
around by pretending they're
women," claims Mufiy. "And I
know which ones they are," she
adds. On CompuServe, Cup-
cake says she often sees chil-
dren posing as adults.
But both CB experts agree
that most people tend to be
more candid in computer con-
versation than in real life. This
makes some sense. With the
computer, the person you're
chatting with is invisible. You
can't see a face or hear a voice.
You may not know the people
you're communicating with
and you'll probably never meet
them. You can say exactly
what's on your mind. And be-
cause the words get wiped off
CB simulation is the
electronic equivalent
of a cocktail party.
But when you go to
this party, you don't
have to get dressed
up. For that matter,
you don't have to get
dressed at all.
the screen in a matter of sec-
onds, they have the sense of
impermanence.
It's easier to write an angry
letter than it is to say the same
words in person. It's easier to
drop a bomb from an airplane
than it is to pull a trigger on a
aimed at a human being.
And sometimes it's easier to be
honest with a person sitting at
a computer a thousand miles
away than it is with someone
sitting at the other end of your
kitchen table.
CB is the great equalizer,
On-line, nobody is better than
anybody else. Nobody is better
looking. Nobody makes more
money or gets better grades.
Nobody dresses better. Nobody
knows what you look like, and
Abbreviations make
it possible to "talk"
faster, which is
important when the
words of 20 other
people are zipping
across your screen.
nobody cares. Nobody is black
or white or prejudiced. The
only thing that represents you
are your words on the screen.
Pretensions and inhibitions
disappear.
Suddenly wallflowers be-
come the life of the party. Stut-
terers become stand-up comics.
True personalities emerge
when our delicate psyches and
neuroses are safely hidden be-
hind the comfort of the key-
board.
"You're speaking on a mind-
to-mind basis," says Cupcake.
"Very openly. Sometimes a lot
more openly than you can
speak with a regular friend in
real life." Cupcake reports that
she has close friends who she
has yet to meet face-to-face
after four years. "There were
several people who thought 1
was male for three years."
Mufiy believes that in some
cases, CBers come out of their
shells on-line because "they
can't interact in everyday life."
But for most of us, it's the most
honest communication there
is. 'It's what a person has in
their brains and their heart,
not what they look like," she
says.
But CB isn't totally anony-
mous. Many CBers reach a
point where their curiosity gets
the better of them and they ex-
change physical descriptions
and photos. CB parties have
taken place around the coun-
try so people who have become
friends on-line can get to know
each other in person. At this
point, CB becomes not so much
a place to meet new people as a
place to gather with your
friends.
You#$9r&ing$&U#
While CB is a new and excit-
ing form of communication,
there are some restrictions. All
the networks monitor CB chat
and warn against obscene or
abusive language. The usual
four-letter words are taboo on-
line, so people generally fire off
"... People meet
other people online,
fall in love and
they're already
married to someone
else. It gets a little
messy at times."
a barrage of symbols on the top
row of the keyboard. Like this...
"Bill, that's a crock of
#$c/fU&*. John. P.S. Let's
have lunch."
Foreign swear words will
sometimes get by. Most Ameri-
cans don't know what they
mean, but they do know
they're dirty. Just about any
incomprehensible word with a
k-sound looks dirty. There can
be a lot of creativity in cursing.
Continued on pg. 78
76 OCTOBER 1987
ATTENTION
User Group
Members:
Don't delay if
you want to take
advantage of
/, ^ your Amiga £00
special offer.
Remember,
the deadline
is October 31.
Sponsored by Commodore Business Machines ^ commodore
The Electronic Cocktail Party
Tips & Tricks/Amiga-
Continued from pg. 76
CompuServe, which has
been through all this for eight
years now, is a bit more re-
signed to loose talk than the
other networks. GEnie's Muffy
warns, "If they talk the way
they do on CompuServe, M
take them off the system.
There are some sick people."
Last year she had one teenage
boy kicked off GEnie perma-
nently for using foul language
and sending dirty electronic
mail — to her.
That doesn't mean you can't
have fun and weird times on
CB. A few years back, articles
about people meeting online
and getting married were com-
mon. Now, it's divorces. Kathy
Anderson of Q-Link says she
has seen a lot of them, "There
have been marriages in jeopar-
dy over this. People meet other
people online, fall in love and
they're already married to
someone else. It gets a little
messy at times."
Cupcake reports that
strange coincidences have been
happening with people who
meet on CompuServe. One Or-
egon man was chatting for a
year with a guy in Canada and
they discovered that they are
third cousins. Ferrarri from
Kansas City and Bandit from
Memphis discovered that they
had a great grandfather in
common. Then there's the
Canadian guy who was origin-
ally from Argentina. He
bumped into another Argen-
tinian on-line and was thrilled
to meet someone from his for-
mer country — until he found
out it was his former girlfriend.
Both CB experts
agree that most
people tend to be
more candid in
computer
conversation than in
real life.
Last November, GEnie
threw a Thanksgiving CB par-
ty where people showed up
with handles like Giblet, Stuff-
ing and Dark Meat. Muffy
(who came as The Mufflower)
recalls that things got a little
out of hand. "They started an
imaginaiy food fight. One girl
picked up a pumpkin pie and
threw it at a guy. He ducked
and it hit another CBer." Q
Dan Gutman is a syndicated
columnist and author of I
Didn't Know You Could Do
THAT With A Computer!
(Compute Books)
Continued from pg. 20
to run to make use of the file), a comment and any specific tool
types.
lb see what I am referring to, single-click an icon and then se-
lect the INFO option from the Workbench menu. All of the per-
tinent data will be displayed in various areas of the INFO
screen. Of the items displayed, the Status is the onlv on-off type
gadget. Click it and it will change from PROTECTED to DELE-
TABLE. The other gadgets are of the STRING type where you
would click somewhere inside of the border and then enter text
or numeric information. In the case of the TOOL TYPES gadget,
you have four additional gadgets. These are set up to allow you
to add information that will be passed to the appropriate pro-
gram to set up any defaults that you have selected. In the event
of a custom program, the creators of the program will probably
tell you what to place in this section for their specific program.
As an example, let's take a look at a Notepad file that sets up
some defaults before entering Notepad.
Notepad defaults to TOPAZ 80 for its font, so your file will be
saved with TOPAZ 80 as its default font also (unless you change
it in the actual file). If you were using a font called PICA and
wanted this to be the default for your file, you would follow these
steps:
1> Select your file's icon by single-clicking on it.
2> Choose the INFO option from the Workbench menu.
3> Click the ADD Gadget in the Tool Type section and click
in the text entry area.
4> Type in "FONT=pica.8* (assuming an 8 point version of
the font is to be used) and hit return.
5> Select the SAVE GADGET.
Now, when you open the file, Workbench will open Notepad,
your file and automatically use the PICA font as your default
font.
77m Jones
Deltona, Fl
Amiga-N and Amiga-M: Even Workbench users touch the key-
board occasionally and here's one good instance. If you rain a
program that opens a new screen, not just a new window, then
you may be at the mercy of the program as to whether you can
get back to your workbench screen without quitting or deleting
the software. Even worse, you may be stuck in a public domain
demo program that won't let you quit without rebooting Work-
bench! If you press and hold down the left Amiga key (right next
to the spacebar) and then press N, you will flip screens. Use left
Amiga and M to flip back. This is a keyboard equivalent to the
pop and push gadgets in the upper right hand corner of most
screens and windows.
Dan Schein
Commodore
Throwing it all away: Remember that dragging icons into the
Trashcan is not the last step in throwing away files. The Trash-
can icon really represents a drawer on your Workbench disk.
When you put things into the Trashcan, you are simply moving
them to the trashcan drawer. Try moving a couple of icons to the
Trashcan and then double-click on the Trashcan icon. You'll see
a window open with the icons in it. To actually delete the files or
programs in the trashcan you must select the Empty Trash item
in the Disk menu. Once you do this, the files are destroyed, and
the disk will reclaim the space.
Lisa Siracusa
Commodore ™
78 OCTOBER 1987
JIFFIES"
by Buck Childress
List Patrol
For the Commodore 64
It begins innocently enough. Today you're going to tighten up
that latest gem you've been programming. You'll tidy up the
list a bit, maybe even change a few things. Heck, it'll be running
like a Swiss watch in no time. So, with ambition at its peak, you
grab a cup of hot coffee and head for the computer. But after
spending hours pouring over your program listing in search of
this variable and that routine, your ambition has been reduced
to a big headache. Sound familiar? If you're tired of leaving the
computer room feeling as though you've gone fifteen rounds
with Muhammed Ali, call on List Patrol.
List Patrol quickly finds anything you're looking for, from
graphics and punctuation, to variables and keywords (PRINT,
AND, OR, etc.). Each line containing your chosen target will be '
listed just as it appears in the program (the entire line, not just
the line number). You can easily make changes, then continue
listing, all with the press of a key. List Patrol is simple to use.
Here's how.
After saving a copy of List Patrol, run it. The BASIC loader
will poke the Machine Language data into memory and auto-
matically activate List Patrol. To use List Patrol, just press any
one of the function keys. The screen will clear and a prompt will
appear asking what you want to locate. You can enter anything,
up to 30 characters in length. List Patrol remains in the quote
mode while you answer. This allows you to enter any charac-
ter) s) you want, including cursor control, function key, and other
normally non-printing characters. If you make a mistake, press
the INST/DEL key. When you're ready, press RETURN.
List Patrol will list up to eight target lines at a time. After the
last line a bar will appear with the message:
Fl = FOR * F3 = REV * F5 = BEGINNING * F7 = REDO
If you press Fl, and are not at the end of the list, List Patrol
will continue forward. Should a row of asterisks (*) appear, it
means there are no more lines containing the target. Pressing
F3 will list in reverse. If you want to immediately return to the
beginning of the list, press F5. This is especially useful with long
list.s. F7 allows you to start all over.
You can exit List Patrol at any time by pressing the RUN-
/STOP key. Press any one of the function keys to reenter List
Patrol. If you're in the quote, insert, or reverse mode, List Patrol
Before lyping [his program. read "How to Enter Programs" anil "How to Use ihe Magazine
Entry Program." The BASIC program* in (his magazine arc available on disk from Loadstar,
P.O. Box 50007, Shreveport, 1A 71I30-OOU7, 1 -800-8}t -2694.
List Patrol
5 PRINT CHRS (147) "LOADING AND
CHECKING DATA LINE : " : J=50000 : L=50
:C=11'FUBS
10 PRINT CHR$(19)TAB(31)L:PRINT'EJFB
15 FOR B=0 TO CtREAD A:IF A<0 OR
A>255 THEN 25'JOTK
20 POKE J+B,A:X=X+A:N£XT B:READ A
:IF X=A THEN 30'JRSH
25 PRINT"ERROR IN DATA LINE:"L
:END'CCVJ
30 X=0:J=J+12:L=L+5:IF L<386 THEN
GORDON KtBBEE
Quickly find any string, variable or keyword
in your program listings.
waits for the mode to be exited. This lets you program the func-
tion keys or use them for graphics without having to disable List
Patrol first.
Here's a couple of tips that will make List Patrol easy to use.
Since it will find virtually anything you want, graphics, punctu-
ation, letters, numbers, keywords, etc., you may want to be fair-
ly precise when answering the prompt. For example, if you want
to find the variable A and you answer the prompt with A, every
line containing an A will be listed. If you answer with A = or
= A, as the case may be, youll really narrow it down. Don't ab-
breviate keywords. Just enter them as they appear in the list. If
you see something you want to change while using List Patrol,
press the RUN/STOP key. Make your correction and press any
function key to continue. It's as quick and easy as that.
Because List Patrol resides in an area away from BASIC
RAM, you can load and save programs without disturbing it, If
for some reason you need to disable List Patrol (a good idea if
you plan to run your program), press the RUN/STOP-RE-
STORE combination, SYS 50000 will reenable it.
Try List Patrol. It's easy to use and gets the job done fast. Q
10" ISAI
35 PRINT"THE DATA I
: PRINT* CBOM
40 PRINT"LIST PATRO
:PRINT'CBGI
45 PRINT"PRESS ANY
rjSE...":SYS 5000
50 DATA 173,20,3,17
18,141,192,1404'
55 DATA 198,142,193
195,120,141,20,3
60 DATA 142,21,3,88
165,212,208,1525
65 DATA 14,165,216,
3,144,4,201,1534
S OK AND LOADED. . ."
L IS NOW ACTIVE. . ."
FUNCTION KEY TO
0:END'DHJQ
4,21,3,224,195,240,
BUMK
,198,169,109,162,
,1650'BYHQ
,96,165,199,208,18,
'BVUL
208,10,165,203,201,
'BVAQ
COMMODORE MAGAZINE 79
Jiffies/List Patrol"
70
75
80
85
90
95
100
105
110
115
120
125
130
135
140
145
155
160
165
170
175
180
185
190
195
200
205
210
215
220
225
DATA 7,144,3,108,192,198,173,192,
198, 174, 193, 198, 1780 ' BXPM
DATA 120,141,20,3,142,21,3,88,32,
223,197,133,1123'BTHQ
DATA 251,162,1,160,14,24,32,240,
25 5, 16 9, 0,162, 14 70' BUJN
DATA 208,134,204,157,0,198,232,208,
250, 32,37, 198, 1858*BXQS
DATA 169,111,166,251,157,168,4,173,
134, 2, 157, 16 8, 1660' BXQO
DATA 216,32,240,197,32,228,255,240,
248,201, 3, 240, 2132 "BXNT
DATA 244,133,212,201,13,240,51,
201, 20, 208, 27, 166, 1716 'BXAE
DATA 251,240,230,32,210,255,173,
33, 208, 157, 168, 216, 2173 'BANK
DATA 169,0,202,157,208,198,198,
251, 206, 243, 198, 76, 2106 'BYTG
DATA 176,195,166,251,224,30,176,
201, 32, 210, 255, 157, 2073' BAUL
DATA 208,198,230,251,238,243,198,
76, 176, 195, 32, 223, 2268' BAAH
DATA 197,169,3,162,8,133,253,134,
254, 141, 240, 198, 18 92' BXVL
DATA 142,241,198,169,0,141,248,
198, 141, 249, 198, 141, 2066' BARI
DATA 250,198,169,13,32,210,255,32,
216, 197, 3 2, 216, 1820' BXDM
DATA 197,169,208,162,0,160,198,
133, 251, 132, 252, 142, 2004' BARJ
DATA 242,198,142,244,198,142,245,
198, 142, 247, 198, 161, 2357' BCDO
150 DATA 253,240,3,76,102,197,32,240,
197, 32, 226, 197, 1795' BWS J
DATA 170,32,216,197,32,216,197,
161, 253, 208, 21, 169, 1872 'BYKP
DATA 13,32,210,255,169,42,162,39,
32, 210, 255, 202, 1621' BWKK
DATA 16,250,238,247,198,76,254,
196, 32, 216, 197, 165, 2085" BYFQ
DATA 253,166,254,141,240,198,142,
241, 198, 76, 35, 196, 2140 ' BAMM
DATA 173,24 2,198,205,243,198,208,
165, 17 3, 250, 198, 208, 24 61 ' BCUR
DATA 15,238,2 50,198,173,240,198,
174, 241, 198, 141,0, 2066" BYLN
DATA 199,142,1,199,32,226,197,168,
238, 244, 198, 174, 2018' BYGS
DATA 240,198,173,241,198,134,253,
133, 254, 177, 2 53, 170, 2424' BCJO
DATA 200,177,253,32,205,189,169,
32, 32, 210, 255, 32, 178 6' BXHS
DATA 216,197,32,216,197,162,0,161,
253, 24 0,9, 32, 1715' BVEF
DATA 102,197,32,216,197,76,189,
196, 169, 13, 32, 210, 1629' BXBK
DATA 255,238,246,198,17 3,246,19 8,
201, 8, 176, 35, 17 3, 2147' BYDH
DATA 251,198,240,27,169,0,141,251,
198, 174, 249, 198, 2096' BYAM
DATA 238,249,198,238,249,198,173,
24 0,198, 157, 2, 199, 2339' BAAI
DATA 232,17 3,241,198,157,2,199,76,
70, 196, 169,0, 1713,BVCM
230 DATA 141,246,198,162,35,189,49,
198, 240, 7, 32, 210, 1707' BWWI
235 DATA 255,232,76,5,197,32,240,197,
165, 203, 201, 3, 1806 'BVGN
240 DATA 208,3,76,148,195,201,6,208,8,
173,248,198,1672'BUDJ
245 DATA 240,235,76,2,196,201,4,208,
14, 174, 247, 198, 17 95' BVUO
250 DATA 208,223,141,251,198,238,248,
198, 76, 70, 196, 2 01, 2248' BAVL
255 DATA 5,208,210,173,248,198,240,
205, 206, 24 8, 19 8, 206, 234 5 'BAIQ
260 DATA 249,198,174,249,198,206,249,
198, 189, 0,199, 141, 2250' BASM
265 DATA 241,198,202,189,0,199,141,
240, 198, 17 3, 24 3, 198, 2222' BAOR
270 DATA 141,242,198,76,124,196,16,42,
166,212,208,38,1659 'BXXM
275 DATA 56,233,127,170,160,255,140,
245,198, 202, 240, 8, 20 34' BYWR
280 DATA 200,185,158,160,16,250,48,
24 5, 200, 185, 158, 160, 196 5 "BAEO
285 DATA 4 8,6,32,146,197,76,128,197,
56, 233, 128, 238, 1485 'BVOS
290 DATA 245,198,174,244,198,240,3,76,
2 10, 255, 201 ,34, 2078 'BXPO
295 DATA 208,12,72,173,252,198,73,1,
141, 2 52, 198, 133, 1713' BWHT
300 DATA 212,104,162,0,193,251,240,10,
17 3, 245, 198, 240, 2028 'BYKG
305 DATA 2,104,104,76,38,196,230,251,
2 38,242,198,161,184 0'BXHL
310 DATA 251,208,10,173,245,198,240,2,
104, 104, 76, 124, 173 5' BXUH
315 DATA 196,173,245,198,208,12,32,
216, 197, 76, 63, 196, 18 12' BXHM
320 DATA 230,253,208,2,230,254,96,32,
68, 229, 169,0, 1771'BUKT
325 DATA 133,198,133,199,133,212,133,
216, 14 1,252, 198, 96, 2044' BBHO
330 DATA 165,203,201,63,208,249,104,
104, 32, 226, 197, 32, 1784' BYBJ
335 DATA 225,255,240,251,166,211,240,
8, 169, 20, 32, 210, 2027 'BXKO
340 DATA 255,202,208,250,162,24,32,37,
198, 32, 80, 195, 1675 ' BWMK
345 DATA 169,2,133,198,169,65,162,20,
141,119,2, 142,1 322' BVBP
350 DATA 120,2,108,192,198,189,49,198,
24 0,197, 32, 210, 17 3 5 ' BXWL
355 DATA 255,232,76,37,198,18,76,73,
83,84,32,80,1244'BSMP
360 DATA 65,84,82,79,76,13,13,13,76,
79,67,65,712'BOSL
365 DATA 84,69,63,32,0,82,69,65,68,89,
46,32,699'BNGQ
370 DATA 32,32,13,0,13,18,70,49,61,70,
79,82,519'BNQL
375 DATA 3 2,42,32,70,51,61,82,69,86,
32,42,32,631'BOIR
380 DATA 70,53,61,66,69,71,73,78,78,
73,78,71,841'BOYN
385 DATA 32,42,32,70,55,61,82,69,68,
79,13,0,603'BNWR EMD
80 OCTOBER 1987
JIFFIES"
by Elizabeth Deal
Math Helper For
Parents
Here's a little routine to calculate greatest
common factors.
This little math routine is for the parents of teenagers. Given
any two integers, it finds their greatest common factor,
known in some math books as GCF. The program was written
on the B128 but will run on any CBM computer.
So, next time your child asks "what's the GCF of 1221 and
2553" you'll be ready with "1 11" in a jifiy. No more trying to fig-
ure out what the textbook says, no more following some incom-
prehensible examples in the textbook — you don't even have to
understand what this is all about. Just put the numbers your
child tells you into variables A and B, and seconds later you've
got the answer. The order of A and B doesn't matter, but in the
above example one calculating step would have been saved if
variable A contained the larger of the two numbers.
Screen output looks like this:
euchd's greatest common
factor finder ... liz deal
A
B
RATIO
REMAINDER
1221
2553
0
1221
2553
1221
2
111
1221
111
11
0
GCF- 111
A/GCF= 11
B/GCF = 23
Keep this program locked up. Kids do have to learn how to do
it the hard way. It's good for their character I suppose. But you
don't have to learn this if you don't need to use it daily. In case
anyone feels like accusing me of preaching ignorance ... well, I
suppose it's ignorance to a certain extent. But since I haven't
needed to find out the GCF of such huge numbers in the last 20
years or more, I cannot see any reason to memorize the mechan-
ics now. Just enough to get by in my homework monitoring
task. a
Before typing this program, read "How to Enter Programs" and "How lit Use the Magazine
Entry Program." The BASIC programs in this magazine are available on disk from Loadstar,
P.O. Ban M)007, Shrcvepon, LA "UIO-CWIT. 1-800-831-269^
Math Helper
100 PRINT"EUCLID'S GREATEST
COMMON "'BAUC
110 PRINT"FACTOR FINDER ... LIZ
DEAL" 'BACD
120 A=1221:B=2553:VA=A:VB=B'ETNE
130 PRINT" A"," B'V'RATIO",
"REMAINDER" ' BDGE
140 RA=INT(A/B) * DGWC
150 R=A-RA*B: PRINT A , B, RA, R " EOWG
160 IF R>0 THEN A=B:B=R:GOTO 140'GLNH
170 PRINT" [SPACE3]GCF="B'BBAE
180 PRINT" A/GCF="VA/B'CDSG
190 PRINT" B/GCF="VB/B'CDUH
200 END'BACV EMD
COMMODORE 64° &128
PROGRAMS FOR 20C EACH
220 Programs On 1 0 Disks
FOR ONLY *39.95
Plus s3.00 S&H (U.S. & Canada}. Foreign - 55.00
(The (M28 Programs Run In The C-128 Mode)
Dear Friend
The offer described above is not a misprint. We will send you
ten disks containing 220 fine public domain programs for
either the C-64 or C-128 for only $39.95 (U.S. funds) plus
$3.00 shipping and handling. Please note that the C-128
programs run in the C-128 mode and are compatible with the
1571 drive. We honestly believe that this is the best software
value available anywhere.
We have been in business since 1984 and during that time we
supplied our software to thousands of satisfied customers
throughout the world.
Public domain programs are programs which were not
copyrighted or which have been released from copyright
status. We currently have over 3000 of these programs in our
library. Many programs we have collected are as good of
better than commercial programs. In fact, many were
fomerly commercial programs. Many others were written by
professional programmers who released them into the
public domain as a public service.
We have selected some of the best programs in our library
for this offer, The reason the offer is for 220 programs is
because that is how many we could cram onto ten disks.
Each disk contains a selection of programs in the categories
of utilities (programming aids, computer and drive utilities,
printer utilities, etc.). games (both arcade and text),
education (including educational games), home/business,
and music. Several of the disks also contain graphics
programs.
Instructions are furnished for each program - either as part
of the programs itself or in a separate instruction file.
OUR GUARANTEE. To our knowledge we are the only
distributor of public domain software that offers a money
back guarantee. If you ate dissatisfied with our disks, return
them within 15 days of receipt for a refund (less shipping and
handling costs and a 15 percent restocking fee).
HOW TO ORDER. Use our toll free number to order and
charge it to your VISA or Mastercard or send a check or
money order. If ordering by mail, be sure to tell us which
computer you have.
If you desire additional information, we have a brochure
which contains the disk directories of all the disks. Write us
or circle our reader service number at the rear of this
magazine.
Sincerely,
Lynne Adams
President
ADAMS SOFTWARE, INC.
120-C N.THOMPSON
SPRINGDALE, AR 72764
■Commodore 64 S 128 are trademarks of Commodore Electronics Ltd.
TO ORDER CALL MON-FRI..
8-5 CENTRAL TIME
1-800-634-0989
Arkansas Residents Call 750-2463
COMMODORE MAGAZINE 81
Software Reviews/ World Tour Goif
Continued from pg. 26
through the ball, sending it soaring to-
ward its destination. Depending upon
when the fire button is pushed, oversw-
ings, flubs, hooks and slices are all possi-
ble deviations from your planned shot. My
experience has found that practiced play-
ers can execute their shot exactly as they
had intended about 75% of the time,
which would seem to be a fairly realistic
accuracy rate for most experienced
golfers.
With all the game's essentials firmly in
place, Electronic Arts rounds off their con-
test with some valuable extras. Your com-
puterized caddy will be happy to produce
an updated scorecard whenever you wish,
listing each hole's yardage, par and diffi-
culty, along with each player's strokes and
handicap. Every time the game is ap-
proached, conditions such as green damp-
ness, pin placement and wind strength are
randomized, to insure a fresh challenge
with each round. For those of you looking
to hone your golf skills before putting in a
full eighteen holes, there's a practice mode
that not only includes a driving range and
putting green, but also permits you to
visit any hole on any course to help you
familiarize yourself with actual playing
conditions.
And when you've finally mastered all
the courses in this package and you're out
scouting for some new challenges. Elec-
tronic Arts allows you to be your own
worst enemy by including a full-scale Golf
Course Construction Set on disk. That's
right, World Tour also lets you build your
own dream course. Every inch of terrain
from tee to pin is put under your creative
control, with every conceivable building
block at your disposal. All the essential
constituents, like bunkers, trees and grass
are included, along with the more subtle
elements, like background skylines, 150
yard markers, and green inclines. Wheth-
er you're recreating your favorite nearby
pitch-and-putt or tailoring one of the ma-
jor professional courses to suit your speci-
fications, you'll find this construction set
complete and easy to use.
Electronic Arts, the software publisher
with some of the highest standards in the
industry, has once again measured up suc-
cessfully. If you own a 64 and would like to
play a round, World Tour Golfjast might
be the perfect partner.
The Hole Truth
The quickest way to get familial- with
your new set of World Tour clubs is to get
out there and use them. Pick a course.
grab hold of your joystick and whack
away. Practice makes perfect, and with
the help of the step by step instructional
guide found in Electronic Arts' outstand-
ing player's manual, you're sure to get the
swing of things in no time. For additional
assistance, you might want to look over
the tips I've listed below.
The straight path is not always the
most advisable. Many course obstacles are
so positioned that the only way to avoid
trouble is to steer around them. Golfers
can greatly increase their chances for a
winning round by learning how to put an
intentional curve on the ball. This is a dif-
ficult technique to master, and you'll
probably go through a few buckets at the
driving range before you can get a man-
ageable draw or fade. But it will be time
well invested, for you will then be able to
avoid hazards without missing the fair-
way. Just remember to keep a careful eye
on wind conditions, lest you find yourself
blown way off course.
Once your ball lands on the green and
the perspective switches to the overhead
view of the putting surface, you will not be
able to knock your ball back off of the
green no matter how hard you hit it. Use
this element to your advantage whenever
you're faced with a long putt to a pin posi-
tioned at the far edge of the green. Try to
hit the ball so that it will stop a foot or two
beyond the cup. This will assure that you
don't fall short with your stroke. And in
the event that you underestimate your
strength and send the ball sailing, it will
roll to a quick halt as soon as it nears the
fringe, leaving you with a short tap-in to
finish the hole.
Once you've tried a few different attri-
bute settings for your surrogate and have
settled on a combination with which you
are comfortable, be sure to stick with it.
All of your practice shots and playing
strategies can be greatly effected if you
suddenly stall changing your character's
strengths and tendencies, much like a
bowler being thrown off his usual game by
trying to use balls of varying weights.
Those touchy approach shots from right
around the green can be very difficult to
execute with your short irons. The design
of the swing meter— which calls for three
quick pushes on the firebutton — makes it
next to impossible to accurately place a
short wedge chip shot with any kind of
consistency. If your lie is fair to perfect
and you're within 35 yards of the green,
try to make the shot with your putter.
You'll have more control of your club, re-
sulting in more precise, better positioned
clips. S
Software Reviews/Perspectives II
Con United from pg, 34
ed of my pre-architecture classes in the
late 60's. Each day I spent hours visualiz-
ing and drawing pieces of machinery in
triple views, front, top and side, exactly
the way this package creates the three
views of an object. My instructor would
. also have me create a three-dimensional
drawing to illustrate how the object would
appear if viewed 45 degrees to the left and
above. Perspectives II would be perfect for
I such studies, especially since it allows the
' student to alter the viewing angle so easi-
ly. The same power may be useful for art
students or artists as well. It goes without
explanation why I think engineering,
drafting and architecture students will
find Perspectives II a program after their
own heart. Programmers and animators
could benefit from Perspectives II's Film
Studio option. With it they could create
unique and realistic three-dimensional
graphics or animations for display. One
section of the manual explains how to
easily add displays created with Perspec-
tives II to your own programs (Via both
BASIC and Machine Language). There
are also several sample graphics stored
on the program disk which serve as a
tutorial.
Objects created with Perspectives II can
contain up to 191 different points and 100
lines. The Film Studio reserves an area
for "film strips" which can contain a maxi-
mum of 122 frames. (Of course, the more
complex the object, the fewer frames the
film strip can hold.)
The 108 page manual is not for the
faint of heart. The program is for serious
use and the manual reflects that serious-
ness. The text is precise and clear if you
are familiar with the terminology used,
but if you are not, I suggest you approach
it with your Merriam- Webster dictionary
in one hand and a computer dictionary in
the other.
In conclusion, Perspectives II requires
patience to master, but will do amazing
feats once you know how to handle it.
However, if you just want to doodle on
your screen, this is not the program for
you. Perspectives II is much too demand-
ing and complicated for casual sketching.
This is a program to work with, not kill
time with.
If you've ever marveled at a computer
demonstration which showed futuristic
automobiles and airplanes, formed by con-
tour lines, which could be rotated on the
screen to display each curve and twist of
the craft's outline — you're going to be in-
trigued with Perspectives U. B
82 OCTOBER 1987
Adventure Road
Continued from pg, 40
action games are built into the role-play-
ing system. Electronic Ails' long-awaited
Wastelands may not materialize until No-
vember or even March of 1988. Strategic
Simulations' Amiga versions otRoadwar
2000 and Phantasie are available for
those who seek role-playing action in ei-
ther the far future or a medieval fantasy
world.
Clues
Hikhhiiier's Guide is far from new, but
QuestBusters still gets mail from people
continually stuck on the Babel Fish puz-
zle. You need the satchel, gown, towel and
junk mail from the porch. Hang gown on
hook, put towel on drain, put satchel in
front of robot panel and put mail on satch-
el. Press button. Get all but mail. Flip
switch for clue on how to get the atomic
vector plotter.
In the more recent Bureaucracy, most
people have trouble getting cash from the
bank. To do so, get a withdrawal slip. Fill
it out and enter $75 for the amount Go to
the deposit window and give it and the
negative cheque (from the fortified house)
to the teller. (To enter the house, you need
a password from the weirdo in the farm-
house, which requires paying close atten-
tion to the message you hear at the inter-
com.) This puts $75 into your account,
which you can withdraw and use to pay
the cabbie.
Thieves in Phantasie III begin with
more powerful bows than other classes, so
create five extra thieves and give their
bows to your real party. You can enter the
room in the southwest of the giant's dun-
geon if you have the Key of Light. Push
the c2 button on the machine in Chronos'
castle to reach the Plane of Darkness.
Moebius makes it very frustrating to
rescue the priests in the Realm of Fire.
One way is to walk on water to the small
island of the good priests that lies south-
east of the main island. Use a stop spell
and ask one to follow you, then go to the
gate and save. Take the shortest route
back to statue island by moving 2-S,
1-SW, 1-S, 8-SW, 1W to statue. If priest
made it, save the game. If not, restart and
try again. When he does go 5-SW. 9-W to
the entrance of Fire Island. Repeat with
the other priest to obtain an item needed
to complete the quest. This is especially
frustrating because the priests aren't very
good swimmers, and all you can do is re-
peat the trip until they manage to sur-
vive. Sometimes it helps if you let the
priest rest awhile before going into the
water. ra
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COMMODORE MAGAZINE 83
law
Beginning of the End
for Shrinkwrap
Licenses
A recent federal decision has voided Louisiana's
shrinkwrap license statute.
The consumer — and in this instance the consumer as soft-
ware purchaser — is still champ.
That is the message that shines through in the recent federal
decision voiding Louisiana's shrinkwrap-license statute. Con-
sumers of computer software have won a major victory as well
they should (see our previous discussion of the subject in Com-
modore Microcomputers, January/February, 1986, pages 96-97.)
Here is the scenario: A person enters a store, selects the wid-
get, or car, or loaf of bread he wants, pays for it, and leaves own-
ing the product. As American — and as legally correct — as ap-
ple pie and motherhood. Yet manufacturers have long main-
tained that this is not true for software. The consumer is merely
a licensee; he hasn't bought the software; he has simply licensed
it; he doesn't own it.
The question "why?" follows inevitably. Especially since the
clerk who accepted the customer's money for the software didn't
tell him he wasn't buying. Nor was there any sign on the wall to
alert the customer.
Software manufacturers answer that the customer is not the
owner because of the shrinkwrap license, that heavily legal doc-
ument a consumer discovers when he goes home and opens the
software package he paid for. The shrinkwrap license informs
the consumer he has not purchased the software but merely li-
censed it. And if he doesn't agree to that condition, he should re-
turn to the store, give back the software package and get a re-
fund.
In their own defense, software manufacturers cite their need
to avoid the stringencies of federal copyright law. (Courts have
long since declared computer programs to be copyrightable cre-
ations.) Two sections of The 1976 Copyright Act are at issue.
Both describe the rights of an owner of a copyrighted work.
The first is generic: Section 109 allows "the owner.. . of a...copy
(of a copyrighted work) ... without the authority of the copyright
owner, to sell or otherwise dispose of the possession of that copy
..." It is this section, for example, that permits a consumer to buy
a book, and then to sell it or give it away, notwithstanding the
underlying copyright rights of the author. While the bookstore,
which owns the book, might choose to rent it ("otherwise dis-
pose") rather than sell.
Copyright law grants the copyright holder several "exclusive
rights." No one can make copies, publicly display the work, or
make derivative works without his pel-mission. These rights re-
main constant despite section 109. However, section 109 pro-
vides an exception to the "exclusive right" of a copyright holder
to distribute copies of the work.
For their part, computer software manufacturers don't want
distribution of programs outside the stream of commerce they
alone control. Above all, they don't want software vendors rent-
ing software, How then to avoid section 109? By declaring that
the consumer, the paying consumer, is not an "owner" as section
by Herbert Swartz
109 requires. Transmogrify him, courtesy of the shrinkwrap li-
cense, from owner to licensee.
The second issue involves section 117, the computer-specific
section of the 1976 Act. It permits "the owner" of a computer
program "to make ... another copy or adaptation" so long as such
is "an essential step" in "utilizing" the program or is for "archive
purposes." But software manufacturers would prefer that they,
and not federal law, set the boundaries for permissible use of
their programs.
So the solution? The shrinkwrap license. Make everyone a li-
censee. Let no one be an "owner." Avoid the statutes entirely.
But will the scheme work? Is the law, and federal law at that, so
easily skirted?
Software manufacturers are not without funds to hire persua-
sive legal counsel. These lawyers have argued the case well for
their clients. Many legal theorists, however, even without cli-
ents to represent, have argued the contrary. For several years,
though, no answer was available. No legal case raised the many
legal issues involved.
Then Louisiana got into the act. It passed a state statute in ef-
fect replicating the shrinkwrap license. For those paying for
software in the state, the shrinkwrap license had risen from
mere supposed private agreement to the force of state law. The
first test of the statute occured when Vault Corporation, manu-
facturer of PROLOK, a computer-software security product,
sued Quaid Software for violation of the Louisiana Software En-
forcement Act.
In federal court, consumers hit a home run — maybe even a
grand slam. Said the court: The contract that the Vault seeks to
enforce is one of "adhesion," and therefore unenforceable.
Judges frown on these contracts, such as the small print on a
parking ticket, a coat check, or an insurance policy, the print
the consumer never reads. Courts will only enforce contracts
both sides bargain for, understand, and agree upon. To the Lou-
isiana court, the shrinkwrap license —which a consumer never
bargained for, understood, or agreed to — is unenforceable.
The Louisiana statute was also overruled by "preemption."
This latter legal doctrine relies on the preeminence, or superior
Continued on pg. 89
84 OCTOBER 1987
GAME PROGRAMS
Spot Shot
For the Commodore 64
Spot Shot is not an average name for a game. Perhaps that's
because Spot Shot is not an average game — this game is far
from average. Other games tend to appeal to only one age
group. Spot Shot was designed with all age groups in mind. To
create a game that appeals to all it must be somewhat simplis-
tic. But for all of you who find this game to be too simple, you
may find the programming techniques worthwhile.
After you type in the game, save a copy to disk or cassette and
run the program. Once the screen is cleared, you will see the
name of the game along with a prompt to enter the time limit.
The time limit will be in the range of 0001 to 9999. The four-dig-
it number must be entered one digit at time.
Now that the time has been decided, the screen is cleared and
you see the game screen. At the top of the game screen is the
name of the game. The next screen line displays the time at the
left and the score at the right. The screen line after that con-
tains the score for the spot when it is hit.
All the action takes place in the lower half of the screen. At
the start of the game you will notice the four spinners that are
the main objects of Spot Shot. The other two components are the
spot and the shooter. The spot is a brilliant red circle that moves
randomly around the screen. As for the shooter, it's your means
by which you shoot the spot, hence the name of the game.
The four spinners are different colors, so when the spot that is
randomly moving around the screen comes into contact with one
of the spinners, the spot will turn the color of the spinner. As a
further indication of the color of the spot, the border color will al-
ways be the same color as the spot.
At the beginning of the game, your shooter will appear at the
Before typing ttils program, read "How to Enter Programs" anil "Mow to Use the Magazine
1-niry Program." Tin- ll\Ml programs in ihi- migazinc are auilahlr on disk from Loadstar.
CO Itus }0007, Shrcveporl. U 71130-0007. 1-800-831-2694.
10 PRINT"!
:POKE 5
20 PRINT" [
21 PRINT"[
SHFT Q5
SHFT Q6
22 PRINT"!
SHFT Q2
SHFT Q2
SHFT Q2
' BBLP
23 PRINT"!
SHFT Q2
SHFT Q2
SHFT Q2
24 PRINT"!
SHFT Q5
SHFT Q2
'BBIS
25 PRINT" [
SHFT Q2
SHFT Q2
'BBRP
Spot Shot
CLEAR, GREEN J ";: POKE 53280,2
3281,0'DRFC
RVS,SPACE4 0] "; "BBED
RVS,SPACE4,SHFT Q4,SPACE4,
,SPACE5,SHFT Q4,SPACE4,
,SPACE4] "; 'BBCS
RVS,SPACE3,SHFT Q2,SPACE2,
,SPACE3,SHFT Q2,SPACE2,
,SPACE3,SHFT Q2,SPACE2,
, SPACES, SHFT Q2 , SPACES] " ;
RVS,SPACE3,SHFT Q2,SPACE7,
,SPACE2,SHFT Q2,SPACE3,
,SPACE2,SHFT Q2, SPACES,
, SPACES] "; 'BBLP
RVS, SPACE4, SHFT Q4 , SPACE4,
,SPACE4,SHFT Q2,SPACE2,
,SPACE5,SHFT Q2,SPACE6]";
RVS#SPACE7,SHFT Q2,SPACE3,
,SPACE7,SHFT Q2,SPACE2,
,SPACE5,SHFT Q2 , SPACES] " ;
AHt UAXTLR
In Spot Shot, the object is to shoot the red
circle for the maximum score
bottom of the screen. The shooter, with the help of the joystick
plugged into port #2, can be moved around the perimeter of the
screen. When the shooter is at the top or bottom of the screen, it
can be moved left or right with the same movement of the joys-
tick. If the shooter is at the right or left, it can be moved up or
down with the same movement of the joystick. To move from
one of the four sides to another you must first move to the con-
necting coiner then move in the direction in which you wish to
go. For example, if at the beginning of the game you wish to
move to the right side, first move all the way to the right, then
move the joystick up.
You have different scores for each colored spot. If you shoot
the spot with your shooter when it is red, your score will increase
by 25 points. If you shoot the spot when it is blue, the score in-
creases by 100 points. Red equals 25 points, green equals 50,
yellow equals 75, and blue equals 100. After your time is up, the
screen clears and your score is displayed on the screen. At this
time you will be asked if you wish to play again. If you do, press
the spacebar and a new game will begin. g
26
27
28
30
31
32
33
34
PRINT" [
SHFT Q2
SHFT Q2
SHFT Q2
PRINT"
SHFT Q2
SHFT Q2
PRINT" [
PRINT" [
' BBNF
PRINT" [
SPACE4,
SPACE4,
SPACE3,
PRINT"!
SPACE2,
SPACE2,
SPACE2,
SPACES,
PRINT" [
SPACE7,
SPACE3,
SPACES,
PRINT" [
SPACE4,
SPACE2,
RVS, SPACE3, SHFT Q2,SPACE2,
,SPACE3,SHFT Q2,SPACE7,
,SPACE2,SHFT Q2, SPACES,
, SPACES] "; "BBLS
RVS, SPACE4, SHFT Q4,SPACE4,
,SPACE8,SHFT Q4, SPACES,
, SPACES] " ; 'BBLT
RVS,SPACE40] "; ' BBEL
RVS] [RVOFF,SPACE38,RVS] ".
RVS] [RVOFF,SPACE3,SHFT Q4,
SHFT Q2,SPACE2,SHFT Q2,
SHFT Q4,SPACE4,SHFT Q6,
RVS] "; 'BBPT
RVS] [RVOFF,SPACE2,SHFT Q2,
SHFT Q2,SPACE3,SHFT Q2,
SHFT Q2,SPACE3,SHFT Q2,
SHFT Q2, SPACES, SHFT Q2,
RVS] ";'BBUR
RVS] !RVOFF,SPACE2,
SHFT Q2,SPACE2,SHFT
SHFT Q2,SPACE2,SHFT
SHFT Q2, SPACES, RVS]
RVS] [RVOFF,SPACE3,
SHFT Q6,SPACE3,SHFT
SHFT Q2,SPACE5,SHFT
SHFT Q2,
Q2,
Q2,
"; 'BBBQ
SHFT Q4,
Q2,
Q2,
COMMODORE MAGAZINE 85
Game Programs/Spot Shot-
SPACE 5, RVS] "; ' BBUU
35 PRINT" [RVS] [ RVOFF, S PACE6 , SHFT Q2,
SPACE3,SHFT Q2,SPACE2,SHFT Q2,
SPACE3,SHFT Q2 , SPACE2 , SHFT Q2,
SPACES, SHFT Q2,SPACE5,RVS] " ; ' BBBS
36 PRINT" [RVS] [RVOFF, SPACE2, SHFT Q2,
SPACE2,SHFT Q2 , SPACE3 , SHFT Q2,
SPACE2,SHFT Q2 ,SPACE3 , SHFT Q2,
SPACE2,SHFT Q2 , S PACES , SHFT Q2,
SPACE5,RVS] "; 'BBUV
37 PRINT" [RVS] [ RVOFF , SPACE3 , SHFT Q4,
SPACE4,SHFT Q2 , SPACE2 , SHFT Q2,
SPACE4,SHFT Q4 , SPACE6 , SHFT Q2,
SPACE5,RVS] ";'BBUW
38 PRINT" [RVS] [RVOFF , SPACE38 , RVS] ";
'BBNN
39 PRINT" [RVS, SPACE40, RVOFF] "; *BBUO
40 DS="ENTER NUMBER OF "
:ES=" FIRST DIGIT" :GS="SECOND
DIGIT*"DITO
41 HS='
:KS =
THIRD DIGIT":JS=" FORTH DIGIT"
(HOME,DOWNl9] " ' DIGM
42 LS=" [YELLOW] PLEASE ENTER THE TIME
LIMIT IN THE RANGE OF [RVS]
(0001 TO 9999) [RVOFF] "' BCPT
44 PRINT KS;LS:PRINT" [WHITE] ";D$;E$;
'CNNI
45 GET I$:Z=ASC(I$+CHRS{0) )
:IF Z>57 OR Z<48 THEN 45'KUMQ
46 Z=Z-48: ' CFHI
47 PRINT Z;" [LEFT] "; 'BDHJ
50 PRINT K$;"[DOWN2]";D$;GS; 'BKHD
51 GET 1$: Y=ASC (IS+CHRS (0) )
:IF Y>57 OR Y<48 THEN 51'KUGN
52 Z=Z*10+(Y-48) 'EJVH
53 PRINT Z;" [LEFT] "; 'BDHG
54 PRINT KS; " [DOWN2] ";DS;HS; 'BKIH
55 GET IS:Y=ASC(IS+CHRS(0) )
:IF Y>57 OR Y<48 THEN 55'KUKR
56 Z=Z*10+(Y-48) 'EJVL
57 PRINT Z;" [LEFT] "; ' BDHK
60 PRINT KS;" [DOWN2] ";DS; JS; 'BKKE
61 GET IS:Y=ASC(IS+CHRS(0) )
:IF Y>57 OR Y<48 THEN 61'KUHO
62 Z=Z*10+ (Y-48) :I=Z'FMIK
63 PRINT I; " [LEFT]"; 'BDUG
65 IF Kl THEN PRINT" [GREEN] ";
:GOTO 40'FGTL
100 PRINT"[CLEAR] "; : FOR C=55296 TO
56295:POKE C,2:NEXT C'GTQD
102 UU=0:POKE 53280, 2: POKE 53281,
15'DUJD
105 N=PEEK(53278) :NN=PEEK (53279) 'ESRG
110 TP$=" [HOME, DOWN, RIGHT24, BLACK, RVS]
"'BDXA
120 TS = " [HOME, DOWN, RVS, BLACK] TIME=
[SPACE7 , LEFT7 1 " : SS="SCORE=" ' CFGI
130 F$=" [HOME, RIGHT16] SPOT SHOT"'BCUD
140 C$="[HOME,DOWN2]BLUE=100[SPACE2]
YELLOW=75[SPACE2]GREEN=50[SPACE2]
RED=25"'BCHJ
400 FOR G=0 TO 2:PRINT" [RVS, BLACK,
SPACE40] " ; :NEXT G'FHBI
410 PRINT F5;T$;OU;TP5;SS;UU;CS,BVOE
490 PRINT" [HOME, DOWN3, RED, RVS, SPACE40,
BLUE] "; :QQ=2'CFNP
500 B=2024:T=1183:L=INT(RND{1)*(839)
+1184) 'HCRJ
502 C=81:V=53248:S=54272:GOSUB 900
:W=1'FYNJ
505 POKE 49695, 0 : POKE 49700,192
:SYS 49693'DXKK
510 FOR M=I TO 0 STEP-1
:X=INT(RND(1) * (4)+l) ' KPFJ
520 IF X=l THEN IF(L+1)<B THEN POKE
L+l,C:POKE L,32:L=L+1
:GOTO 710'NYKO
530 IF X = 2 THEN IF(L~1)>T THEN POKE
L-l,C:POKE L,32:L=L-1
:GOTO 710'NYFP
540 IF X=3 THEN IF(L+40)<B THEN POKE
L+40,C:POKE L,32:L=L+40
:GOTO 710'NCJR
550 IF X=4 THEN IF(L-40)>T THEN POKE
L-40,C:POKE L,32:L=L-40
:GOTO 710'NCES
590 GOTO 710 'BDHJ
600 PRINT" [CLEAR] " : POKE 49695,49
:POKE 49700, 234:SYS 49693
:POKE V+21,0'GGJK
610 FOR A=S TO S+24:POKE A,0
:NEXT A'GLGH
620 PRINT" [DOWN2, RIGHTS]
YOUR SCORE IS ";UU:'BEOI
630 PRINT" [RIGHT6,CMDR Y13]'"BAIN
640 PRINT" [DOWN4,RIGHT6]
PRESS SPACE BAR TO PLAY AGAIN
?"*BATN
650 GET HAS: IF HAS=""THEN 650'EKEJ
660 IF HAS = " "THEN RESTORE'.CLR
:GOTO 10'GHEL
670 END'BACH
700 REM' BARB
710 IF W=l THEN POKE P,190
:POKE P+1,190:POKE P+2,190
:POKE P+3,190:W=2:GOTO 750'MKDR
720 IF W=2 THEN POKE P,191
:POKE P+l,191:POKE P+2,191
:POKE P+3, 191 :W=3: GOTO 750'MKJS
730 IF W=3 THEN POKE P,192
:POKE P+l,192:POKE P+2,192
:POKE P+3,192:W=4:GOTO 750'MKPT
740 IF W=4 THEN POKE P,193
:POKE P+l,193:POKE P+2,193
:POKE P+3,193:W=l:GOTO 750'MKRU
750 IF AB=1 THEN POKE S+11,17:AB=0
:GOTO 757'HRNO
755 POKE S+11,16:AB=1'DKPP
757 IF PEEK(1020)>0 THEN POKE S+4,33
:GOTO 760'HQMU
758 POKE S+4,32'CFNQ
760 IF PEEK(2) > 0 THEN POKE 2,0
:POKE L,32:GOTO 765'HQSO
761 PR=PEEK(787) ' CHNL
762 IF PR>0 THEN:POKE 782,PR:SYS 49706
-.POKE 787,0:POKE 53280, PR
;QQ=PR' ILWW
763 GOTO 79 5'BDUL
765 IF QQ=6 THEN UU=UU+100 ' FKCR
86 OCTOBER 1987
Game Programs/Spot Shot
766 IF QQ = 7 THEN UU=UU+75 ' FJQS
767 IF QCj = 5 THEN UU=UU+50 ' FJHT
768 IF QQ=2 THEN UU=UU+25 ' FJGU
770 PRINT TP$;S$;UU; 'BKAL
790 L=INT(RND(1) * (839) +1184) 'FPOQ
795 PRINT TS;M;:NEXT M:GOTO 600'DLDT
900 REM ** PUT SPRITE DATA IN MEMORY
**'BATK
905 FOR A=12288 TO 12350:READ D
:POKE A,D;NEXT A'GTFP
910 FOR A=12352 TO 12414:READ D
:POKE A,D:NEXT A'GTXL
915 FOR A=12416 TO 12478:READ D
:POKE A,D:NEXT A'GTJQ
920 FOR A=12480 TO 12542:READ D
:POKE A, D: NEXT A'GTCM
925 FOR A=12544 TO 12606:READ D
:POKE A,D:NEXT A'GTER
930 FOR A=12608 TO 12670:READ D
:POKE A, D: NEXT A'GTGN
935 FOR A=12672 TO 12734:READ D
:POKE A,D:NEXT A'GTIS
940 FOR A=12160 TO 12222:READ D
:POKE A, D: NEXT A'GTRO
945 FOR A=12224 TO 12286:READ D
:POKE A,D:NEXT A * GTDT
950 FOR A=49152 TO 49744:READ D
:POKE A,D:NEXT A'GTWP
960 FOR A=S TO S+24:POKE A,0:NEXT A
:POKE S+24,15* ISER
965 POKE S,250:POKE S+l,3:POKE S+4,32
:POKE S+6,240:POKE S+7,55
:POKE S+8,39'LKGD
970 POKE S+13,128'CHPM
975 P=2040:POKE P,192:POKE P+1,193
:POKE P+2,192:POKE P+3,193
;POKE P+7,198'KOJE
976 POKE P+4, 194: POKE V+39,6
:POKE V+40,7:POKE V+41,5
:POKE V+42,2:POKE V+46,1'MLMG
977 POKE V+28,16:POKE V+37,1
:POKE V+38,2'GSWY
978 POKE V,75:POKE V+1,110
:POKE V+2,245:POKE V+3,110
:POKE V+4,75:POKE V+5,185'LNLI
979 POKE V+6,245:POKE V+7,185
:POKE V+8,170:POKE V+9,229
:POKE V+21,31'KJBH
980 POKE V+29,15:POKE V+23,15'ENQQ
990 RETURN 'BAQM
1000 REM ******** 3
******** 1 RPWV
1010 DATA 0,0,14,0,0,28,0,0,56,0,0,
112'BDFY
1020 DATA 0,0,224,0,1,192,0,3,128,0,7,
0'BEPA
1030 DATA 0,14,0,0,28,0,0,56,0,0,112,
0'BDFB
1040 DATA 0,224,0,1,192,0,3,128,0,7,0,
0'BEPC
1050 DATA 14,0,0,28,0,0,56,0,0,112,-0,
0'BDFD
1060 DATA 224,0,0'BHKA
1100 REM ******** 4
1110
1120
1130
1140
1150
1160
1200
1210
1220
1230
1240
1250
1300
1310
1320
1330
1340
1350
1360
1400
1410
1420
1430
1440
1450
1500
1510
1520
1530
1540
1550
1600
1610
1620
1630
******** ■ bkxW
DATA 0,24,0,0,24
,0,
0,
24
,0,0,24,
0 ' BCBA
DATA 0,24,0,0,24
,0,
0,
24
,0,0,24,
0 ' BCBB
DATA 0,24,0,0,24
,0,
0,
24
,0,0,24,
0 ' BCBC
DATA 0,24,0,0,24
,0,
0,
24
,0,0,24,
0'BCBD
DATA 0,24,0,0,24
,0,
0,
24
,0,0,24,
0'BCBE
DATA 0,24,0'BGKB
REM ********* BCTTOr*
I
********* i byma
DATA 0,0,0,0,0,0
,0
0,
0,
0,0,0,0,0,
0'BELB
DATA 0,0,0,0,0,0
,0
0,
0,
0,0,0,0,0,
0'BELC
DATA 0,0,0,0,0,0
,0
-0i
0,
0,0,0'BXQC
DATA 15,0,0,15,0
,0
IE
,0
,0,31,64,
0'BDHE
DATA 31,64,0,85,
80
r0<
85
,80,0'BXJE
REM **********
TOP
*********** i bySA
DATA 0,0,0,0,0,0
,0
,0,
0,
0,0,0,0,0,
0'BELC
DATA 0,0,0,0,0,0
,0
,0,
0,
0,0,0,0,0,
0'BELD
DATA 0,0,0,85,80
,0
,BC-
'BQPC
DATA 80,0,31,64,
0,:
31,
64
,0,15,0,
0'BCXF
DATA 15,0,0,15,0
,0
,0,
0,
0,0,0,
0 ' BATG
DATA 0,0,0 'BFGD
R EM **********
LEFT
********** ig ¥CC
DATA 0,0,0,0,0,0
,0
,0i
0,
0,0,0,0,0,
0'BELD
DATA 0,0,0,0,0,0
,0
,0i
0,
0,0,0,0,0,
0'BELE
DATA 0,0,0,80,0,
0,
34,
0,
0,85,0,
0 ' BBMF
DATA 85,0,0,95,240
,0
95
,240,0,
85'BCBG
DATA 0,0,85,0,0,
84
,0,
0,
80,0,
0'BYBG
REM ********* RIGHT
********** i byrd
DATA 0,0,0,0,0,0
,0
,0i
0,
0,0,0,0,0,
0'BELE
DATA 0,0,0,0,0,0
,0
,0<
0,
0,0,0,0,0,
0 ' BELF
DATA 0,0,0,0,80,
0,
L,80,
0,5,80,0,
5'BDGG
DATA 80,0,255,80
,0
,255
80,0,5,80,
0'BEII
DATA 5,80,0,1,80
,0
,0,
80
,0'BUOH
REM **********
SHOT
********** i BYVE
DATA 0,0,0,0,0,0
,0
r0,
0,
0,0,0,0,0,
0'BELF
DATA 0,0,0,0,0,0
,0
,0,
0,
0,0,0,0,0,
0'BELG
DATA 0,0,0,0,0,0
,0
0,
0,
0,0,0,0,0,
0'BELH
COMMODORE MAGAZINE 87
Game Programs/Spot Shot
1640 DATA 14,0,0,14,0,0,0,0,0,0,0,0,0,
0'BEAI
1650 DATA 0,0,0,0'BHXF
1700 REM ********** i
********** i rvtk
1710 DATA 224,0,0,112,0,0,56,0,0,28,0,
0'BEGG
1720 DATA 14,0,0,7,0,0,3,128,0,1,192,
0'BDOH
1730 DATA 0,224,0,0,112,0,0,56,0,0,28,
0'BEGI
1740 DATA 0,14,0,0,7,0,0,3,128,0,1,
192'BDOJ
1750 DATA 0,0,224,0,0,112,0,0,56,0,0,
28'BEGK
1760 DATA 0,0,14'BGJH
1800 REM ********** 2
********** 1 Q\jjp
1810 DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0'BELH
1820 DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0'BELI
1830 DATA 255,255,255,255,255,255'BXHJ
184 0 DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0'BELK
1850 DATA 0,0,0,0,0,0,0,0,0,0,0,0'BXQK
2000 REM ****** M.L. DATA
*********** i bady
2001 DATA 173,0,220,41,31,73,31'BVDY
2002 DATA 168,240,31,74,144,31,
169'BYSB
2003 DATA 196,174,8,208,224,24,
240'BYTC
2004 DATA 13,173,16,208,41,16,240'BXLC
2005 DATA 12,224,77,208,8,169,197'BXHE
2006 DATA 141 , 252 , 7 , 206 , 9 , 208 , 76 ' BWAE
2007 DATA 154,192,74,144,31,169,
196'BAEG
2008 DATA 174,8,208,224,24,240,13'BXPG
2009 DATA 173,16,208,41,16,240,12'BXKH
2010 DATA 224,77,208,8,169,197,
141'BYHA
2011 DATA 252,7,238,9,208,76,154'BWJA
2012 DATA 192,74,144,39,169,195,
174 'BANC
2013 DATA 9,208,224,71,240,6,224'BWSC
2014 DATA 229,208,23,169,194,141,
252'BBWE
2015 DATA 7,206,8,208,173,8,208'BVCE
2016 DATA 201,255,208,8,173,16,
208'BYOG
2017 DATA 41,239,141,16,208,76,
154 'BYSH
2018 DATA 192,74,144,31,169,195,
174IBAFI
2019 DATA 9, 208,224, 71,240, 6, 224'BWSI
2020 DATA 229,208,18,169,194,141,
252'BBBB
2021 DATA 7,238,8,208,208,8,173'BVHB
2022 DATA 16 , 208 , 9 , 16 , 141 , 16 , 208 ' BWTC
2023 DATA 152,41,16,240,71,173,21'BXJD
2024 DATA 208,41,128,208,64,173,
16'BYRF
2025 DATA 208 , 41 , 16 , 240 , 7 , 169 , 144 ' BXVF
2026 DATA 141 , 16 , 208 , 208 , 3 , 14 1 , 16 ' BXKG
2027 DATA 208,173,8,208,141,14,
208'BYNI
2028 DATA 173,9,208,141,15,208,
173'BYQJ
2029 DATA 2 1 , 208 , 9 , 128 , 141 , 21 , 208 ' BXN J
2030 DATA 173,252,7,201,194,208,2'BXRB
2031 DATA 133,251,201,195,208,2,
133 'BADD
2032 DATA 252,201,197,208,2,133,
253'BAJE
2033 DATA 201,196,208,2,133,254,
173'BALF
2034 DATA 9 , 208 , 201 , 230 , 144 , 3 , 206 ' BXIF
2035 DATA 9 , 20 8 , 20 1 , 7 1 , 176 , 3 , 238 ' BWXG
2036 DATA 9 , 208 , 172 , 8 , 208 , 173 , 16 ' BWDH
2037 DATA 208 , 4 1 , 16 , 24 0 , 9 , 192 , 78 ' BWCI
2038 DATA 144,12,206,8,208,208,7'BWSJ
2039 DATA 192,24,176,3,238,8,208'BWEK
2040 DATA 173,31,208,41,143,240,
66 'BYJD
2041 DATA 10,144,24,162,1,134,2'BVBD
2042 DATA 168,173,21,208,41,127,
141'BALF
2043 DATA 21,208,169,0,133,251,
133'BYEG
2044 DATA 252,133,253,133,254,152,
201'BCCH
2045 DATA 2 , 208 , 4 , 160 , 6 , 208 , 22 ' BUKH
2046 DATA 201 , 4 , 208 , 4 , 160 , 7 , 208 ' BVKI
2047 DATA 14,201,8,208,4,160,5'BUJJ
2048 DATA 208 , 6, 201 , 16 , 208 , 5 , 160 ' BWLK
2049 DATA 2 , 140 , 19 , 3 , 173 , 31 , 208 ' BVKL
2050 DATA 173,31,208,173,30,208,
41'BYHE
2051 DATA 15, 240, 24, 173, 21,208, 41'BXIE
2052 DATA 127,141,21,208,169,0,
133'BYFG
2053 DATA 251,133,252,133,253,133,
254 'BCGH
2054 DATA 173,30,208,173,30,208,
16 5' BALI
2055 DATA 251,240,24,206,15,208,
174'BAHJ
2056 DATA 15,208,224,72,208,26,
173'BYPK
2057 DATA 21,208,41,127,141,21,
208'BYAL
2058 DATA 169,0,133,251,240,114,
165'BAGM
2059 DATA 252,240,24,238,15,208,
174 'BANN
2060 DATA 15,208,224,228,208,100,
173 "BBHF
2061 DATA 21,208,41,127,141,21,
208'BYAG
2062 DATA 169,0,133,252,240,86,
165'BYRH
2063 DATA 253,240,40,206,14,208,
208'BAEI
2064 DATA 8 , 173 , 16 , 208 , 41 , 127 , 141 ' BXS I
2065 DATA 16,208,173,16,208,10,
176'BYNK
2066 DATA 63,173,14,208,201,25,
208'BYIL
88 OCTOBER 1987
Game Programs/ Spot Shot '
2067 DATA 56,173,21,208,41,127,
141'BYJM
2068 DATA 21,208,169,0,133,253,
240'BYFN
2069 DATA 42,165,254,240,38,238,
14'BYRO
2070 DATA 208 , 208 , 8 , 173 , 16 , 208 , 9 ' BWDF
2071 DATA 128,141,16,208,173,16,
208 ' BANH
2072 DATA 10,144,19,173,14,208,
201'BYCI
2073 DATA 76, 208, 12, 173, 21,208, 41'BXQI
2074 DATA 127,141,21,208,169,0,
133'BYFK
2075 DATA 254,173,21,208,41,128,
208 'BAML
2076 DATA 7 , 169 , 0 , 141 , 252 , 3 , 240 ' BVML
2077 DATA 5,169,1,141,252,3,76'BUUM
2078 DATA 49,234,120,169,49,141,
20'BYPO
2079 DATA 3 , 169 , 234 , 141 , 21 , 3 , 88 ' BVVO
2080 DATA 96,140,120,216,238,43,
194'BARH
2081 DATA 208,3,238,44,194,173,44'BXDH
2082 DATA 194,201,219,208,238,173,
4 3'BBTJ
2083 DATA 194,201,232,208,231,169,
216'BCMK
2084 DATA 141,44,194,169,120,141,
43 'BALL
2085 DATA 194,96,234,234,234,234,
234'BBXM EI,D
Law/Shrinkwrap Licenses
Continued from pg. 84
ity, of Congress to legislate on certain matters. For example,
only Congress, and not an individual state, can declare war.
When Congress passed the 1976 Act it expressly declared that it
wanted one copyright face for the nation: that therefore all pre-
existing state copyright statutes were voided. The present Lou-
isiana statute, said the court, attempts to alter parts of the 1976
Act. Preemption prevents any such alteration.
As a matter of legal technicality, the court failed to resolve
one problem. Naturally, parties can contract for software as li-
censor-licensee; this is done all the time in the instance of minis
and mainframes. But here, in the instance of software for per-
sonal computers, the court failed to declare flatly that the pay-
ing party is an "owner" rather than a licensee, and therefore
subject to the benefits of sections 109 and 117. Software manu-
facturers may still have a thin reed to wave. But to what avail?
When Louisiana passed its statute, similar bills were pending
in a host of states. Software manufacturers were doing their lob-
bying homework, positioning themselves behind the banner of
piracy, which everyone can abhor. Yet only Illinois followed
Louisiana's lead, and pressure to pass shrinkwrap acts has all
but abated.
Just as well. No doubt the next legal case will wrap up loose
ends. A court will declare unequivocally that purchasing soft-
ware, at least as people now pay for it in computer stores,
provides for passage of title, and that the paying party is "the
owner."
That done, case closed. Sections 109 and 117 apply. And once
again, the consumer will have triumphed. If you pay for soft-
ware, with nothing else said at the time of the transaction, you
own it. S3
THE LOWEST
PRICES
THE BEST
SERVICE
ELECTRONIC ONE*
PHONE LINES
OPEN
10-6 E.ST.
M-F
CALL f6!4J 864 9994 * P.O. Box 13428 • COLUMBUS. OHIO 45213
C:CammodorB SUPER SUMMER SIZZLER SOFTWARE SALE C'
ALL SOFTWARE ON DISK OR CART UNLESS OTHERWISE NOTED C-CASSETTE
JUMPMAN
JUMPMANJR (R)
SCRABBLE
SUMMER GAMES
WORLDS BASEBALL
IMPOSSIBLE MISSION
Pll STOP II
PU3MULTIPLAN
BENJI
POPEYE
STAR TREK
BUCK ROGERS
TAPPER '
UPS DOWN
DESIGNERS PENCIL
ZAXXON
PITFALL II
RIVER RAID
SUSPENDED
ZORK II
ZORKIII
DEADLINE
LITTLE COMPUTER
PEOPLE
BEAM RIDER
ALPHA BUILD
SEA SPELLER
LOGIC LEVELS
MEMORY MANOR
4 96
5 96
5 96
8 96
8 96
8 96
5 96
12 96
4.96
6 96
3 96
4 96
7.96
7 96
6 96
6 96
696
6 96
3 96
3.96
3 95
396
9 96
4 96
2 96
2 96
2 36
2 96
GORGONII 196 DRAGONWORLD 8 96 ROCK & ROLL STUDIO 4 96 MACH 128
HERO 5 96 FAHRENHEIT 451 6.96 RAILROAD TYCOON 5 96 FAST LOAD
CONGO BONGO 5 96 AMAZON 8-96 INVADERS LOST 6 96 TURBO LOAD &
DELTA DRAWING 2 96 NINE PRINCES 8 96 STAR TROOPER 6 96 SAVE
BUBBLE BURST 196 ALTER EGO 8 96 ACE 9 96 WORDPRO
AIRLINE 3 96 KORONISRIFT 6 96 STRIKE COBRA 9 96 W/TURBO
ELIMINATOR 3 96 BALL BLAZER 6 96 EASY WORKING FILER 8 96 PRINTSHOP
ESPIAL 196 RESCUE ON FRAC 6 96 EASY WRITER 8 96 BUSINESS
CESTLAUEE 3 96 SARGON II 6.96 EASY PLANNER 8-96 FORM SHOP
SUPER EXPENDEH 5.96 GHOST BUSTERS 6 96 ONE ON ONE 6.96 HACKEH
ABEEC'S 296 BLUE MAX 6 96 TOUCHDOWN FOOTBALL 8 96 LITTLE COMPUTER
VIDUZZLES 2 96 DECATHLON 6.96 SPY VS SPY B 96 PEOPLE
CLOWNS 2 96 SPACE SHUTTLE 8 96 MAIL ORDER MAN 8 96 GREAT AMERICAN
KICKMAN 2 96 PITFALL 8 96 PITFALL/DEMON 6 96 ROAD RACE
TOY BIZARRE 4 96 CONGO BONGO 6.96 SUPER CYCLE 9 96 DESERT FOX
PATHWOHDS 5 96 KUNGFUI 9 96 BANK ST MUSIC 9 96 SPIN DIZZY
FELONY 5 96 KUNGFU2 9 96 MACH 5 19 96 ZOIDS
"ast'erty peEN 6 96 PROMOTIONS & SOFTWARE SALE ENDS WHEN SALE STOCK IS EXHAUSTED
FREE LEARNING w/LEAPER CART W/ANV SOFTWARE ORDER (ONLY ONE PER ORDER)
24 96
19 96
19 96
24 96
19.96
8 96
896
8 96
9 96
9.96
996
HARDWARE
B4C 16700
12BC 227.00
1541C 167.00
1571 DISK DRIVE 227 00
1802C MONITOR 197.00
PRINTERS
STARNPI0
STARNX10 . .
FORTIS(130CPS)
FORTIS (200CPS) . .
PANASONIC lOSOi
PANASONIC 10911
SEIKOSHAVC
.146 00
188.00
,188.00
.288.00
17B00
.218.00
168 00
DISKETTES
' FUJI D<S D/D
MAXELL D/S D/D
' SONY D/S DID
BONUS D/S D/D
5 .
SH
5*.
BULK S'V D/S DID
DISK
NOTCHER
7.98/10
7 98/10
7.98/10
4 98/10
29< aa.
1.98
ACCESSORIES
1351 MOUSE . 38 00
SI2k UPGRADE 138 00
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RS232 INTERFACE..
BOSS
JOYSTICK
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1™"?t t°U W °° °N *LL OH0EHS UN0EH *™ <» A"" Sb 00 ON ALL ORDERS OVER $,00 00 ACTUAL FREIGHI CHARGED ON MULTIPLE ORDERS
KKE55£?£2?i££ ^ ™ARGED.0r' Si 0HDEHB 0UTSIDE THe con™ieMtal united state4 .nclud'ng , *p o LE °RDERS
P?ELASE SPFnRYrUnNS W'T"0UT " RETURN AUIHORl"T'°N NO RETURNS UNLESS DEFECTIVE ALL DETECTIVES WILL BE EXCHANGED
rusnac arcurT CALL OR WHITE FOH FREE CATALOG
CALL ELECTRONIC ONE f6I4J 864-9994 OR WRITE
NO EXCEPTIONS
GAME PROGRAMS
Join Four
For the Commodore 64
Here is a computer version of join four, a popular board
game. The object is simple — join four of your pieces before
your opponent does. Your pieces can be joined in a horizontal,
vertical or diagonal row. Just type in the program and run it.
The program will instruct you from there. _
Before typing this program, read "How to Enter Programs" and "How to Use the Magazine
fntry Program." The BASIC programs in this magazine arc available on disk from Loadstar.
P.O. Bos JfltlO". Shrevcporl, U ""] I^O-CIOO". 1-HOII-B3I-3694.
Join Four
5 VV=54 296:WW=54 27 6:AA=54 2 77:HF=54 27 3
:LF=54 27 2:SS=54 278:PH=54 27 5
:PL=54274' INEX
20 INPUT" [CLEAR] ENTER 1ST PLAYER";
PLS(1):IF LEN(PLS(1) ) <1 THEN
20'FTPK
30 INPUT" [HOME, DOWN} ENTER 2ND PLAYER";
PL${2):IF LEN(PLS(2))<1 THEN
30'FTQK
35 TR=0:TU=1:PL(1) =81:PL(2)=87
:PT(1) =81:PT{2) =254 :CQ=1 ' HTVT
40 PRINT" [CLEAR] "; :PRINT" [WHITE] ";
:POKE 53281, 0:POKE 53280, 0'ETRG
50 PRINT" [HOME, PURPLE, SPACE14,RVS]
JOIN FOUR[RVOFF] " ' BAPH
60 PRINT" [SPACE18]BY"'BARF
70 PRINT" [SPACE9] KENNETH SCOTT
ALLEN" 'BAQK
75 PRINT" [SPACES, RVSJFOUR IN A ROW IS
A WIN [RVS] '"BAGP
80 PRINT" [DOWN,RIGHTll]l[RIGHT]2
[RIGHT] 3 [RIGHT] 4 [ RIGHT] 5 [ RIGHT] 6
[RIGHT] 7"'BAKI
90 PRINT" [RIGHT10,CMDR A,SHFT *,
CMDR R,SHFT *,CMDR R,SHFT * ,CMDR R,
SHFT *,CMDR R,SHFT *,CMDR R,SHFT *,
CMDR R,SHFT *,CMDR S]'"BAWR
100 FOR X=l TO 6'DDYW
110 PRINT" [RIGHT10, SHFT -,SHFT SPACE,
SHFT -,SHFT SPACE, SHFT -,
SHFT SPACE, SHFT -,SHFT SPACE,
SHFT -,SHFT SPACE,SHFT -,
SHFT SPACE, SHFT -] [SHFT -]" 'BATI
120 PRINT" [RIGHT10, CMDR Q,SHFT *,
SHFT +,SHFT *,SHFT +,SHFT *,
SHFT +,SHFT *,SHFT +,SHFT *,
SHFT +,SHFT *,SHFT +,SHFT *,
CMDR W] "'BAMK
130 NEXT X'BBRX
140 PRINT" [UP, RIGHT10, CMDR Z,SHFT *,
by Scott Allen
150
160
170
180
190
200
210
220
224
225
230
240
250
260
270
CMDR E,SHFT *,CMDR E,SHFT *,
CMDR E,SHFT *,CMDR E,SHFT *,
CMDR E,SHFT *,CMDR E,SHFT *,
CMDR X] "*BASM
DATA 1315,1317,1319,1321,1323,
1325,1327'BJXH
|
DATA 1395,1397,1399,1401,1403,
1405,1407'BJRI
DATA 1475,1477,1479,1481,1483,
1485,1487'BJVJ
DATA 1555,1557,1559,1561,1563,
1565,1567'BJOK
DATA 1635,1637,1639,1641,1643,
1645,1647'BJHL
280
290
300
310
320
330
350
DATA 1715,1717,1719,1721,1723,
1725,1727'BJAD
FOR X=l TO 6: FOR Y=l TO 7
:READ A(X,Y) :NEXT:NEXT' JQQG
CQ=CQ+1: PRINT CO$ (TU) ; " [HOME,
DOWN19] ENTER MOVE PLAYER" ; TU ' DRAK
IF ASO"" THEN POKE 198,0'FHSG
GET AS:MO=VAL(AS) :IF MO>7 OR M0<1
THEN 224'ITRM
CO=MO:IF PEEK(A(l,MO)) <>96 AND
PEEK(A(l,MO) ) <>32 THEN 220'KFCM
FOR L=l TO 6'DDMC
POKE A(L,MO) ,PL(TU)
:POKE A{L,MO)+54272,PT(TU) 'DJMK
IF L>1 THEN POKE A (L- 1 ,MO) , 96 ' FNU I
IF PEEK(A{L+l,MO) )<>96 AND
PEEK(A(L+l,MO) ) <>32 THEN PO=L:L=7
:CR=MO:GOSUB 350'POTW
NEXT L'BBFE
IF TR=41 THEN 330"DHHI
TR=TR+1'CFQY
IF TU = 1 THEN TU=2:GOTO 220'FKLD
IF TU=2 THEN TU=l:GOTO 220'FKLE
PRINT" [CLEAR] ":PRINT"BOARD IS
FULL": GOTO 660'DFYG
F1=0:FOR PR=PO TO PO+3
:IF PEEK(A(PR,MO) )<>PL(TU) THEN
PR=PO+3:Fl=l'NMAU
90 OCTOBER 1987
Game Programs/Join Four-
360 NEXT:IF FlOl THEN GOTO 650'GHEI
380 PQ=0:PT=CR:F1=0:FOR PR=PO TO PO-3
STEP-1:PQ=PQ+1 ' LCBT
390 IF PEEK(A(PR,PT+(PQ-1) ) ) OPL(TU)
THEN PR=PO-3:Fl=l ' KFGU
400 NEXT:IF FlOl THEN GOTO 650'GHED
420 PW=0:F1=0:PT=CR:FOR PR=PO TO PO+3
:PW=PW+1" JBKN
430 IF PT-(PW-1)>0 THEN
PZ=PT-(PW-1) ' IRFK
440 IF PEEK(A(PR,PZ) ) OPL(TU) THEN
PR=P0+3:F1=1' I AWN
450 NEXT:IF FlOl THEN GOTO 650'GHEI
460 IF PW+PQ=7 THEN 650'EIRI
470 REM RIGHT'BFNH
480 PW=0:PQ=0:F1=0:FOR PT=MO TO MO+3
:IF PEEK(A(PO,PT) ) <>PL(TU)THEN
PT=M0+3:F1=1'PUCC
PQ=PQ + 1:NEXT:IF FlOl THEN GOTO
650' INNP
F1=0:FOR PT=MO TO MO-3 STEP-1
:IF PEEK(A(PO,PT) ) OPL(TU) THEN
PT=M0-3:F1=1'PNJT
PW=PW+1:NEXT: IF FlOl THEN GOTO
650' INAJ
IF PW+PQ=7 THEN 650'EIRG
REM RIGHT DOWN'BJSG
PQ=0:PT=CR:F1=0:FOR PR=PO TO PO+3
:PQ=PQ+1' JBSR
IF PEEK(A(PR,PT+(PQ-1) J ) OPL(TU)
THEN PR=PO+4:PT=MO+3:Fl=l'MLPW
NEXT: IF FlOl THEN GOTO 650'GHEL
PW=0:PT=CR:F1=0:FOR PR=PO TO PO-3
STEP-1:PW=PW+1'LCTW
IF PT-(PW-1)>0 THEN
PZ=PT-(PW~1) ' IRFJ
IF PEEK(A(PR,PZ) ) OPL(TU) THEN
PR=P0-3:F1=1' IAXM
NEXT: IF FlOl THEN GOTO 650'GHEH
IF PW+PQ=7 THEN 650'EIRH
RETURN' BAQE
GOSUB 800:PRINT PL$(TU)" WON"'CLAJ
PRINT"DO YOU WANT TO PLAY AGAIN
(Y/N) " 'BAFO
GET YE$:IF YE$="" THEN 670'EKXL
IF ¥E$="Y" THEN RESTORE
:GOTO 700'FHEM
IF YES="N" THEN 690'DGWO
GOTO 660'BDLO
END'BACJ
PRINT" [CLEAR] ARE THESE THE SAME
PLAYERS (Y/N) " 'BAJK
GET ANS$:IF ANS$="" THEN 701'EMXH
490
510
520
530
540
550
560
570
590
600
610
620
630
640
650
660
670
680
683
685
690
700
701
710
730
740
800
805
810
IF ANSS="Y" THEN 35'DGVF
IF ANS$="N" THEN 20'DGEH
GOTO 701'BDHG
POKE VV,15:P0KE AA,88: POKE PH,15
:POKE PL,15:P0KE SS,89
:F0R EE=1 TO 6' IJLO
POKE HF,31:P0KE LF,164
:P0KE WW,65'DSTM
FOR T=l TO 150: NEXT: POKE WW, 64
:NEXT EE:RETURN'HQIK
END
COMMODORE16
COMPUTER SYSTEM
COMPLETE STARTER SYSTEM
BELOW DISTRIBUTOR COST
$9990
COMPUTER: The Commodore 1 6™ Personal Computer. Has a full typewriter
style keyboard with 8 programmable function keys separate cursorcontrol
keys, a full graphics set and six preprogrammed function keys. Basic, the
world's most popular programming language comes built in. Sound and
16 color graphics are also built in. The C16 connects directly to your TV
Commodore1531 Data Cassette Recorder: The 1531 Data Record provides
easy and efficient external media storage for your C1 6 Computer.
SPECIAL BONUS ORDER NOW
AND RECIEVE PROGRAMS AT
NO ADDITIONAL COST
STARTER CALC — Beginning Word Processor
MORTGAGE CALC — Mortgage Analysis
STARTER FILE - Data Base
DEPRECIATION CALC — Depreciation Analysis
STARTER SCRIPT — Word Processing Programs
WHAT'S NEXT LETTERS/NUMBERS - Educational Program
PRINTER
40 column 2 color printer made by citi-
zen. Prints graphics and text in five differ-
ent sizes! Sturdy construction: Perfect for
beginners and advanced users alike.
$4990
'Only With Purchase of System
DISK DRIVE
High Speed Disk Drive
$16900
80 COLUMN PRINTER
Tractor Friction Feed
$^2900
JOYSTICK $990
Deluxe cosmetic. Robust construction
Joystick. Comfortable rugged hand
grip, 8-Directional control, will auto-
matically come back to the center
when ycu let it tree. Heavy duty base
with strong/stabilizing suction cups
Four highly sensitive, light touch fire
buttons. Two fife buttons on heauyduty
base Other two fire buttons on control
handle. Extra strong, high conductivity
leaf type direct iona/ 1 ire contacts be
built In. Auto and quick fire electronic
circuit included.
S & S Wholesalers
226 Lincoln Road • Miami Bch., FL33139
1-800-233-6345 • 1-800-331-7054
COMMODORE MAGAZINE 91
128 USERS ONLY"
The 128 Mode:
Big League Baseball
Explore the Commodore 128 in its
powerful native mode. Some of
the articles in this column may be
technical, some not so technical
— but we guarantee that they will
spark your creativity.
Ever since owning a computer I have
had a yearning to create a baseball
game based on Major League statistics.
As a kid I spent hours playing strategy-
type baseball dice/board games. I thrilled
at the thought of managing the Pitts-
burgh Pirates to pennants they never ac-
quired in real life. Never mind that I still
had those same .220 hitters to deal with
(except, of course, for the great Roberto
Clemente), I could do what all the Pirate
managers of the 60's could not — win.
Or so 1 thought. Unfortunately, the
games my friends and I played were sta-
tistically accurate. Two-twenty hitters
stayed .220 hitters, pitchers with bloated
ERAs continued to let runs score unabat-
ed. But sometimes my tactics did make a
difference, And it was this chance, this
hope, that made me love strategy7 baseball
games.
And so, I present to you Big League
Baseball, my memento to my youth, to
baseball, and to the Commodore 128. Now
as creator of a strategy baseball game
based on real life Major Leaguers, I can be
assured of managing my Bucs to the
World Series ... if not by tactics, then by
outright cheating (Tis the right of the cre-
ator to control his creation I.
And so I present to you Big League
Baseball, the computerized, enhanceable.
statistically-accurate, tactically-exhilerat-
ing, low maintenance, graphically-appeal-
ing, easy-to-use, fun, free project for this
month's 'The 128 Mode".
You may be wondering just what a
strategy baseball game is like. When you
get right down to it, there are only three
main aspects to a strategy baseball game:
1) creating teams, 21 playing games, and
3) keeping track of the results.
To do a really bang-up job of all three
requires a program too long to list in a
single issue of a magazine. Thus, Big
League Baseball comes to you in two in-
stallments. This issue we will be able to
ED SAJK
Big League Baseball is not a
reflex, twitch, zing-pow-
zoom game. It is more
cerebral.
perform points one and two above; we'll be
able to create our leagues and we'll be
able to play games. Next issue we'll add
the routines necessary to keep full statis-
tics on our league as well as add some
bells and whistles to the game-play part.
I must warn you: you've got some typ-
ing to do. After you've finished typing in
the listing (which is long enough I, you're
still not finished. For one thing, you must
next type in the rosters and statistics of
the teams you want in your league. While
that is not a major task (it took me about
a half-hour to type in the six teams in the
National League East I, it must be done or
you simply won't have any teams to man-
age. Then there's the fact that this is only
part one of a two-part program Next
month you'll have more typing. But think
of the freedom you'll have: You can create
any teams you can get the statistics for.
You could have a league of all the great
Yankee teams. That might be a pretty big
league. On the other hand you could cre-
ate a much more manageable-sized
league of the great Pittsburgh Pirates
teams. The choice is completely yours.
And, as you'll see in the next issue, you
will be able to fine-tune your program so
that it is rock-hard tine to life. So what
are you waiting for — get typing.
Getting Started
The first time you RUN the program,
you'll have a lengthy wait with nothing to
look at. The reason for the blackout is that
the VIC chip has been shut off (thanks to
the FAST command in line 10) to speed
things up while the screen is drawn. You
will then notice that your disk drive will
operate. Don't be alarmed. What's hap-
by Mark Jordan
pening is the screen, after being drawn, is
saved to disk with the filename 'baseball'.
From this point on, whenever you RUN
the program you'll only have to wait a few
seconds.
The first thing you'll discover is a menu
with four options: Play, Create, Update, or
Quit. Since this is our maiden voyage we
have but one choice — Create. It's a very
intuitive process but let's look at it briefly
anyway.
Creating the Team Files
Press C for create. You're transported to
a menu listing all 26 Major League teams.
Use your cursor to select whatever team
you wish to create and press Return.
Right now you're probably wondering -
where are the data and the stats that you
must type in? The answer is - in your Sun-
day newspaper or a USA Today. Or better
yet, in a baseball yearbook which contains
the complete statistics from last year. The
statistics you will need are as follows:
For the hitters, you must obtain the
number of at-bats, hits, homeruns, walks,
and you must determine a speed factor
from 0 - 9 (explanation below).
For pitchers you will need innings
pitched, hits allowed, walks, strikeouts,
and games. ERA you may be surprised to
discover, is not needed.
Inputing the stats is as simple as follow-
ing the prompts. The only subjective
choice you must make concerns player
speed. A good baseball yearbook (try Bill
James' Great American Baseball Stat
Book or his Baseball Abstract) can help
you make a determination. I simply
glance at a player's stolen base/caught
stealing ratio and make a guess. If in
doubt, I give him a 5 . . . unless he's a
catcher in which case a 1 would be a gift.
Let me say a word about the statistics.
The game could have been made to be ex-
tremely statistically accurate — the pro-
gramming needed to do that would not be
difficult at all. But I felt that it might be
difficult for users to get hold of all those
statistics so I tried to incorporate stats
that are readily available, for example, I
used the homerun stat coupled with at-
bats to get a power rating which is then
used to determine not only homeruns, but
also doubles and triples.
This isn't as tidy or accurate as it would
have been had I included doubles and tri-
ples stats, but those statistics are harder
to find. Next month we'll look at ways you
92 OCTOBER 1987
128 Users Only/The 128 Mode
can alter the program to include more
player data.
You can create rosters of up to 24 play-
ers. You can quit at any time. Of course,
you could, if you wanted, put all the good
players on one team — your team. Or you
could inflate your players' statistics. This
is your- right. It is called cheating. The
choice is yours.
Playing the Game
Once you have created two teams or
more, you're ready to play. Choose the
Play option from the main menu and
again select from the 26-team menu the
two teams you wish to play. You'll then be
transported to the lineup card menu. You
can shuffle through your roster using the
N (for next player) and V (for previous
player) keys, decide what players you
want where in the batting order, and
place them by pressing Return,
Please note: this first installment
doesn't allow any juggling of players, so be
sure you have the right man in the right
spot in the batting order before you press
Return. Next installment we'll add the
ability to manipulate the lineup as much
as we like.
You can, if you wish, play eight out-
fielders, just as you could in real life. The
only lineup limitation is that you must
have at lea^t one pitcher in the lineup.
You will not be allowed to play nine regu-
lars. You American League fans will be
able to use a DH. Just follow the prompts.
Once both lineups are set, you'll be
brought back to the ballpark — a generic
one. This first installment is not "park
sensitive", But next time, Wrigley Field
games will have more home runs while
the Astrodome will continue to be a pitch-
er's delight.
At this point let me say a few harsh
words to arcade gamers: Big League Base-
ball is not a reflex, twitch, zing-pow-zoom
game. It is more cerebral. Take heart,
however. There is a little zing-pow-zoom
involved and there will be more available
as an option in the second installment.
The reflex part is this. When you press a
key, the pitcher pitches. You must press
again for the batter to bat. If you fail to
press while the ball is within 5 pixels of
your batter, a strikeout is recorded. It isn't
hard to press within that 5-pixel limit but
you must know what is the bull's eye of
that range. It is the center of the batter's
body. As long as the ball is touching his
body, you'll be ok.
You can, quite easily, adjust this range.
Just change the 5 in line 2390 to what-
ever, and it's done.
After each swing something happens.
Either the batter gets a hit or he doesn't.
You must watch the screen to see the re-
sult.
Please don't be disappointed with the
sprites in this first installment. To keep
the listing at a reasonable length, some
compromises had to be made. Again, next
month's installment will add the eye-
catching features that make a game fun
to watch as well as play. Be patient.
I hope your appetite is whetted, the
game is fun to play and it is enhanceable.
If you're a programmer, with just a little
study, you can modify it to do amazing
things. Next month we'll examine how it
works in more detail. For now, let's get
our leagues set up and spring training
started. As rookie managers we'll need a
month to get the feel of things.
But next month, look out.
Big League Baseball Features
Features that are in the present version:
— Ability to easily enter, save, and modi-
fy teams
— Ability to play statistically accurate
games
— Players hit for average and power just
as often as they would in real life.
— Pitchers get the same number of strike-
outs they would in real life, they tire as
in real life, they even bat poorly as in
real life.
— On-screen viewing of hitter's stats
— Ability to set lineups any-which-way
— Attractive bit-mapped, perspective
field
— Menu-driven, easy-to-follow format
Features coming next month:
— Ability to record your stats
— Ability to print out sorted stats with de-
partment leaders
— Ability to make managerial moves at
any time - including steals, bunts, in-
field in, hit and run, etc.
— Statistically accurate ballparks
— Animated sprites running the bases,
catching the flyballs
— Full game play with arcade response
option
— Sound effects and music n
Before typing ihis program, read "How to Enter Programs" and "How to Use the Magazine
Entry Program " The BASIC program* in Ihis magazine are available on disk from Loadstar.
P.O. Bos J0007, Shrevcpon, LA 71130-0007, I -StlO-«5I-2GSH.
10
20
30
40
50
60
70
80
90
Big League Baseball
FAST: PRINT CHRS (14 )" [CLEAR] "
:R1=RND(1) 'FMDD
COLOR 0,1:COLOR 4,l:COLOR 1,6
:GRAPHIC 1,1'EPCE
CHAR 1,0,0," ." :SSHAPE AS, 3, 5,26, 25
:SPRSAV AS,6'DAMG
CHAR 1,10,1,"[SHFT QJ"
tCHAR 1,10,2," ",1:CHAR 1,10,3,"
[shft b] 'Misshape as, 72, 5, 95, 25
:sprsav as,1:scnclr'gxaq
FOR T=l TO 5ISPRSAV l,TiREAD X,Y
iMOVSPR T,X,Y:NEXT'HUHK
DATA 156,189, 202,132, 86,136, 28,
192, 110,168'BMGJ
TRAP 80:BLOAD"[UP ARROW]
BALLPARK" 'CEFI
IF DS>0 THEN DCLEARiELSE 150'FIWJ
DRAW 1,319,45 TO 260,16 TO 163,
16 TO 24,163 TO 290,163 TO 319,
128 'GPPQ
100 CIRCLE 1,145,160,35,16,97,350
IDRAW 1,-1-0, +0 TO+27,116 TO 100,
116'HQRH
110 CIRCLE 1,84,104,30,16,138
:DRAW 1, +0,-1-0 TO+120,+0'HECG
120 CIRCLE 1,196, 104, 30,16, ,120
IDRAW l,+0,+0 TO 175,168'FIVH
130 PAINT 1,245,60IPAINT 1 , 50 , 150 'CRGD
140 BSAVE"[UP ARROW] BALLPARK", B0,
P8192 TO P16383'CQOG
150 TRAP:COLOR 1,2:CHAR 1,3,20,"
[CMDR O] ",1'DOCG
160 CHAR 1,17, 20, "[CMDR
170 CHAR 1,24, 13, "[CMDR
180 CHAR 1,10,13," [CMDR
190 E$=CHR$(27) lEMs? = E$+"M"
U
200
210
220
ILC$=CHR$(14) U$=E$+"J"
:ETS=ES+"T" 'MMHV
SP$=" [SPACE40] "'BDUC
CD$="[HOME,DOWN25] "' BDZA
CUS=" [UP, DOWN, LEFT, RIGHT]
"+CHR${13) 'DHQC
l'BKTE
Il'M'BKTF
I J ",1'BKOG
ELS=E$+"L"
COMMODORE MA3AZINE 93
128 Users Only The 128 Mode-
230 DIM TM$(4,7) ,HO$(l,25,6) ,HO(l,25,
6) , PL (1,10) , RES (14) , INS (1,6) 'BHKL
240 FOR T=0 TO 14:READ RE$(T)
:NEXT'FMGF
250 DATA "[SHFT L] INEOUT" , " [SHFT F]
LYOUT"," [SKFT F] LYOUT" , " [SHFT G]
ROUNDOUT" ," [SHFT G] ROUNDOUT" , "
[SHFT P]OPOUT"," [SHFT F] LYOUT","
[SHFT S]TRIKEOUT","[SHFT S]
INGLE"'BIIC
255 DATA "[SHFT D] OUBLE" , " [ SHFT T)
RIPLE"," [SHFT H]OMERUN","[SHFT W]
ALK","[SHFT E] RROR"," [SHFT D]
OUBLEPLAY"'BFPV
260 FOR ME = 1 TO l:FOR T=0 TO 10
:READ M$(ME,T) :NEXT:NEXT ' JUFL
270 DATA " [SPACE2,SHFT S ] ELECT [S PACE2]
","[SHFT PJ=PLAY[SPACE4] ","
[SHFT C]=CREATE[SPACE2] ","[SHFT U]
=UPDATE[SPACE2] "," [SHFT QJ=QUIT
[SPACE4]", ,,,,,"PCUQ'"BKVU
280 FOR 1=1 TO 4:FOR T=l TO 7
:READ TM$ (I,T) :NEXT:NEXT' JSFN
290 DATA "[SHFT C j ARDINALS " , " [SHFT C]
UBS"," [SHFT E]XPOS","[SHFT M]ETS",
"[SHFT P] IRATES"," [SHFT P]
HILLIES"," [SPACE6] " ' BGDV
300 DATA "[SHFT A] STROS" , " [ SHFT B]
RAVES"," [SHFT D] ODGERS" , " [ SHFT G]
IANTS", "[SHFT P] ADRES " , " [ SHFT R]
EDS","[SPACE6] " 'BGYM
310 DATA "[SHFT B] LUEJAYS" , " [ SHFT B]
REWERS"," [SHFT I ] NDIANS " , " [SHFT 0]
RIOLES"," [SHFT R] EDSOX" , " [ SHFT T]
IGERS"," [SHFT Y] ANKEES " ' BGMR
320 DATA "[SHFT A] NGELS" , " [ SHFT A]
THLETICS"," [SHFT M J ARINERS" , "
[SHFT RjANGERS" ," [SHFT R]OYALS","
[SHFT T]WINS"," [SHFT W]
HITESOX"'BGSS
330 FOR T=0 TO 1 : FOR S=0 TO 6
:READ IN$ (T,S) :NEXT:NEXT
:IN$(1,0)=IN$(0,0) :IN$(1,1)=IN$(0,
1) ' LCTR
340 DATA "[SHFT L] ASTNAME" , " [SHFT P]
OSITI0N[SPACE2]" ," [SHFT AJT-BATS",
"[SHFT H] ITS"," [SHFT HJOMERUNS","
[SHFT W] ALKS"," [SHFT S]PEED
[SPACE2]0 (SLOW) - 9 (FAST)"'BGRY
350 DATA , ," [SHFT I ] NN INGS" , " [SHFT H]
ITS"," [SHFT W] ALKS"," [SHFT S]
TRIKEOUTS" , " [SHFT G] AMES" ' BGGP
360 FOR T=l TO 7:READ POS(T),P§(T)
:NEXT'FRNJ
370 DATA "[SHFT P] ITCHER [SPACE3] " , "
[SHFT P] ","[SHFT C] ATCHER [SPACE3]
","[SHFT C] "," [SHFT FjIRSTBASE ",
"1[SHFT B]","[SHFT S ] ECONDBASE" ,
"2[SHFT B]","[SHFT T]HIRDBASE " ,
"3 [SHFT B]","[SHFT S]HORTSTOP ","
[SHFT S2j","[SHFT 0]UTFIELD
[SPACE2] "," [SHFT 0,SHFT F]"'BNBM
380 SLOW'BBKG
390 REM MAIN MENU'BNBJ
400 DO'BAJX
410 ME=1:G0SUB 460'CHNB
420 ON A GOSUB 5 90 , 167 0 , 2030 , 440 ' CSVE
430 LOOP'BAKB
440 GRAPHIC 0,1:END'CELE
450 : 'ABHD
460 GRAPHIC lrGOSUB 530
:COLOR 1,11'DKCI
470 CHAR 1,1,1,LC$+M$(ME,0) ' CREK
FOR T=I TO 4:CHAR 1,1, T+2,
LC$+MS(ME,T) ,1:NEXT'HAKQ
GET KEY A$:A=INSTR(M$(ME,10) ,A$)
: JF A=0 THEN PRINT" [BELL] ";
:GOTO 490'JBPS
FOR T=l TO 6:CHAR 1 , 1 , T, " [SPACE10 ]
",1:NEXT'FNMG
RETURN 'BAQA
: 'ABHB
IF H$(0)O""THEN 550
:ELSE COLOR 1,15:F0R T=21 TO 24
:CHAR 1,22,T,"[SPACE18] ",1
:NEXT'LFCR
COLOR 1,7:CHAR 1, 22 , 21 ,LC$+"
[SHFT SJCORE [SPACE5,SHFT R,SPACE2,
SHFT H,SPACE2,SHFT E] " , 1 ' DRJO
COLOR 1,3:F0R T=0 TO 7
:CHAR 1,0,T,"[SPACE12] " , 1
:NEXT'GRVN
RETURN' BAQF
: 'ABHG
REM PLAY'BJPJ
GOSUB 1230: REM PICK TEAMS *CONM
FOR H=0 TO 1:G0SUB 1510
:IF H=3 THEN 840'HOQH
P3(H)=0:TC(H)=7+H:RU(H)=0:HI (H)=0
:E(H)=0'GJWM
480
490
500
510
520
530
540
550
560
570
580
590
600
610
:NEXT'CCSE
530'CHNF
4,1:C0L0R
1,15
620 PRINT" [GRAY3] " ; :
630 GOSUB 870:GOSUB
640 GRAPHIC 1:C0L0R
:IN=1:GV=0'FSSM
650 COLOR 1,3:CHAR 1 , 2 , 0 , LC$+" [ SHFT I]
NNING"+STR$<IN)+" " , 1 ' GTCP
660 FOR H=0 TO 1 : HH= (H+l ) AND l'GLEM
670 COLOR 1,TC(HH)+8:CHAR 1,22,22,
LC$+H$(0) ,1'EDTP
680 COLOR l,TC(H)+8lCHAR 1,22,23,
LCS+HS(1) ,1'ECYQ
690 FOR T=l TO 4:SPRITE T,0,TC(H)
:NEXT'FPAP
700 SPRITE 5,1,TC(HH) :SPRITE 4,1,
TC(H) "CWCH
710 FOR 0UT=1 TO 3'DFAF
720 COLOR 1,3:CHAR 1, 3 , 7 , LC$+" [SHFT 0]
UTS"+STR$(0U-1) ,1'GUTN
730 DO'BAJE
740 : GOSUB 2110: REM CALCULATIONS 'CS
NK
750 : GOSUB 2240: REM PRINTBATTERSTAT
S ' CWDN
760 : GOSUB 2320: IF CH=1 THEN CH=0
:GOTO 74 0'GQAO
770 : GOSUB 2340: REM PITCH'CLIL
780 IF H=l AND IN>8 AND
RU (1) >RU (0)THEN 0U= 3 : EXIT ' JTLT
94 OCTOBER 1987
128 Users Only/The 128 Mode-
790 LOOP UNTIL TB=0'DDUN
800 NEXT OUT'BDVD
810 IF IN>8 AND RU (1) >RU (0 ) THEN H=l
:GV=1'HTVM
820 NEXT H:IF IM>8 AND
RU (0) <>RU(I)THEN GV=1'ISDN
830 IN=iN+l:IF GV=0 THEN 650'FMOL
840 RETURN ' BAQG
850 :'ABHH
860 REM LINEUP'BLKL
870 GRAPHIC 0,1: COLOR 4,3
:COLOR 0,11'DMDN
880 PRINT" [HOME2, CLEAR, BLACK, RVS]
[SHFT N]=NEXT CARD , [ SPACE2 , SHFT V]
=PREVIOUS, [SHFT R,SHFT E,SHFT T,
SHFT U,SHFT R,SHFT N]
=SELECT"EMS'BDBC
890 HH=0'BDNM
900 FOR H=0 TO 1:L$(H)="":P(H)=0
:KK=1'GTTL
910 WINDOW H*20+2,2,H*20+16,DK+3'GRKL
920 PRINT"[RVS,BLUE] " LEFT$ (HS (H) +SPS ,
14)ET$; 'DRCL
930 FOR T=l TO 9 : PRINT" [BLACK , RVS ,
SPACE3,SHFT H] ITTER #"STRS(T)"
[SPACE2j":NEXT:IF DK=10 THEN
PRINT" [RVS, SPACE4, SHFT PJITCHER
[SPACE4] '"KNJW
940 FOR K=KK TO DK'DFUK
950 WINDOW 8,15,32,22'BLDL
960 T=0;POKE 208,1:POKE 842,78'DPIO
970 DO: GET KEY AS: IF A$=CHR$ ( 13) THEN
EXIT' IKQS
980 IF AS="N"THEN Tl=l:GOSUB 1100'FKLQ
990 IF AS="V"THEN Tl=-1
:GOSUB 1100'GKJS
1000 LOOP'BAKS
1010 IF K<9 THEN LS (H) = L$ (H) +CHRS (T)
'GPQB
1020 PRINT" [HOME2] "LEFTS (CDS,
K+3) TAB (H* 20+2) " [RVS, RED]
"LEFT$(HO$(H,T,0)+SP$,12)+HO$(H,
T,l) ' JQUK
1030 PL(H,K)=T'BICX
1040 IF HO${H,T,l)="[SHFT P]
"THEN P(H)=T'EPTD
1050 NEXT K'BBEX
1060 IF P(H)=0 THEN PRINT" [HOME2] "
:CHAR 1,H*20+2,K+1," [SHFT N]
0 PITCHER-REDO", 1:KK=DK
:GOTO 940'KCWQ
1070 NEXT H'BBBA
1080 RETURN 'BAQB
1090 : 'ABHC
1100 T=T+T1'CELV
1110 IF T<1 THEN T=NP(H)'EIQY
1120 IF T>NP(H)THEN T=l ' EIOA
1130 IF INSTR{L$(H) ,CHR$(T)) >0 THEN
1100'FQED
1140 AVS=" [SPACE9] " : AV=HO ( H , T, 3) /HO (H ,
T,2) :PH=1'EDRI
1150 IF H0S(H,T,l)O"[SHFT P]
"THEN AV=HO(H,T,3)/HO(H,T,2)
:AV$=" [SHFT A]VE:"+LEFTS (STRS(AV)
1160
1170
1180
1190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
L400
1410
1420
1430
1440
1450
1460
1470
1480
1490
1500
1510
1520
1530
1540
"IN${PH,
+"000", 5) :PH=0'MVEU
PRINT" [CLEAR, RVS, BLUE]
" LEFTS (HOS(H,T,0)+SPS,
14JAVS" "'DVNH
FOR 1=1 TO 5'DDID
PRINT" [RVS, BLUE] [RVOFF]
I) J$TAB(12) " - "HO$(H,T,
I)J$TAB(24) "[RVS] "'DETL
NEXT:PRINT LEFTS ("[RVS]
#"+STR$(T)+SPS,26) 'GMT J
RETURN* BAQU
: ' ABHV
REM PICK TEAMS'BORB
VS(1)=" [WHITE] [SHFT H]OME TEAM "
:VS(0)="[L. BLUE] [SHFT V]
ISITORS [SPACE3] ":HH=l'DPOK
FOR T=l TO 8:SPRITE T , 0 : NEXT ' FJME
GRAPHIC 2,,15:COLOR 0,1
:COLOR 4,1'DNUF
FOR H=0 TO HH:GOSUB 1290
:FS=TMS(D,C) :HS(H)=F$:DK=9
:IF D>2 THEN DK=10'LOMQ
NEXT: RETURN 'CBXD
: 'ABHD
D=1:C=2:DD=1:CC=1'ENHJ
WINDOW 0,15,39,24, (H+1)AND 1 ' DRGB
PRINT" [RVS, BLUE] [SHFT C]
URSOR AND RETURN TO
SELECT" VS(H) " [ RVOFF, DOWN , L . BLUE]
"EMS; 'BJFJ
IF H=0 THEN FOR 1=1 TO 7
:FOR T=l TO 4:PRINT TMS(T,I),;
:NEXT:NEXT'MWMK
WINDOW 0,17,39,23:POKE 208,1
:POKE 842,145'DACG
GET KEY AS:A=INSTR(CUS,AS)
:IF A=0 THEN PRINT" [BELL]";
:GOTO 1340'JVVK
ON A GOSUB 1410,1430,1450,
1470'CUHG
IF A=5 THEN PRINT EL$;
: RETURN 'FHUG
PRINT LEFTS (CD$,CC+17) SPC( (DD-1)
* 1 0 ) " [ R VOFF ] " TM$ ( DD , CC ) ' GDXN
PRINT LEFTS(CDS,C+17)SPC( (D-l)
*10) " [RVS] "TM$(D,C) 'GYGN
CC=C:DD=D'CHAI
GOTO 1340' BEFX
C=C-1:IF C<1 THEN C=7'GIKD
RETURN' BAQY
C=C+1:IF C>7 THEN C=1'GIHF
RETURN 'BAQB
D=D-1:IF D<1 THEN D=4'GILH
RETURN' BAQD
D=D+1:IF D>4 THEN D=1'GIIJ
RETURN 'BAQF
: 'ABHG
REM LOAD FILE'BNAB
GRAPHIC 0'BBOA
T=0:FS=H$(H) 'CKTD
DOPEN#2,"BB."+FS'CGJE
IF DS>0 THEN PRINT" [CLEAR, BELL ,
SHFT NJOT ON DISK":SLEEP 2:H=3
:GOTO 1630 'HOAN
COMMODORE MTOAZINE 95
128 Users Only/The 128 Mode-
1550 WINDOW H*20,0,39,14'CMRG
1560 PRINT" [CLEAR, SHFT LJOADING [RVS]
"FS" ": PRINT ETS;'CHNK
1570 DO:T=T+l 'DEOI
1580 INPUT#2,XS: IF XS="EOF"THEN
EXIT'FHSL
1590 HOS (H,T,0)=XS: PRINT".. . "XS ' CPHM
1600 FOR S=l TO 6: INPUT#2,XS' EIPD
1610 HO$(H,T,S)=XS:HO(H,T,S)=VAL{XS)
: NEXT 'ECU
1620 LOOP'BAKB
1630 CLOSE 2:NP=T-l:NP(H)=T-l'FOWI
164 0 RETURN' BAQD
1650 : 'ABHE
1660 REM CREATE'BLKI
1670 VS(0)="[L. BLUE] NEW TEAM.
[SPACE2] ":HH=0'CJLM
1680 GOSUB 1240:GRAPHIC 0'CGFJ
1690 WINDOW 0,0,39,14,1'BMQL
1700 PRINT" [RVS, SPACE4,SHFT P]
RESS ASTERISK (*) TO[SHFT SPACE]
SAVE DATA. [SPACE4, DOWN, RVOFF]
"ES"T"; 'BDOM
1710 FOR T=l TO 25:PH=0'EISF
1720 FOR S=0 TO 6:IF UD=0 THEN HOS(0,
T,S)=""'HRYK
1730 PRINT INS{PH,S) " [SPACE2] "HO$ (0,T,
S) J$TAB(LEN (IN$(PH,S) ) ) ; 'DJBM
1740 IF S=l THEN BEGIN :C=0 : PH = 0 ' GKTK
1750 IF HOS (0,T,1)=""THEN PRINT
POS(l) ;:C=1'FURM
1760 GET KEY AS: IF AS=CHRS ( 13 ) THEN
1800'GNXM
1770 :C=C+1:IF C>7 THEN C=L'GJKN
1780 :PRINT JSTAB ( 10) POS (C) ; 'CNAM
1790 :GOTO 1760 'BFTK
1800 :IF C>0 THEN HOS{0,T,
1) =P$ (C) ' fc)SXH
1810 :IF HO$(0,T,1)=PS (l)THEN
PH=1' ETRI
1820 :BEND:PRINT:GOTO 1860'DIGG
1830 XS="": INPUT X$:IF XS=""THEN
183 0 * FMGJ
1840 IF XS="*"THEN NP=T-1
:GOTO 1920 'GLDL
1850 HOS (0,T,S)=X$'BMEJ
1860 NEXT'BAEH
1870 PRINT" [RVS] [BACK ARROW] [RVOFF]
TO RE-DO, ANY OTHER KEY TO
CONTINUE" 'BAQT
1880 GET KEY AS'CCEK
1890 PRINTW[CLEAR]"; :IF AS="
[BACK ARROW] "THEN 1720 ' EIVP
1900 NEXT'BAEC
1910 :'ABHD
1920 GRAPHIC 0:DOPEN#2,nBB."+F$,W'DKGJ
1930 IF DS=63 THEN DCLEAR
: SCRATCH" BB . "+F$ : GOTO 1920 ' HNWN
1940 PRINT" [HOME2,CLEAR*,SHFT S]AVING
[RVS] "FS" "'BCYK
1950 FOR T=l TO NP: PRINT#2,HO$ (0 ,T,
0) "ERPN
1960 PRINT". . ."HOS (0,T,0) 'BKLL
1970 FOR S=l TO 6:PRINT#2,HO$(0,T,S)
:NEXT'FRIP
U]
2040
2050
2060
2070
2080
2090
2100
2110
2120
2130
2140
2150
2160
1980 NEXT:PRINT#2,"EOF'"CDRM
1990 CLOSE 2'BBJL
2000 RETURN' BAQT
2010 :'ABHU
2020 REM UPDATE 'BLAY
2030 UD=1:H=0:HH=0:V$(H)="[SHFT
PDATE TEAM"'EQFH
GOSUB 1240:H=0'CHIA
GOSUB 1510:IF H=3 THEN 2070'ELGD
GOSUB 1690'BERB
UD=0:RETURN'CEQD
: 'ABHC
RETURN: REM RECORDS 'CIEG
: 'ABHU
P=P(HH) :P3(H)=P3(H)+1:PL=P3(H)
:IF PL>9 THEN PL = 1 : P3 (H) =1 ' JPCL
PA=HO(HH,P,3)/{HO(HH,P,2)*3) 'DAVE
WP=HO(HH,P,4)/(HQ(HH,P,2)*3) 'DATE
SP=HO(HH,P,5)/(HO(HH,P,2)*3)'DAQG
TR=HO(HH,P,6)/HG(HH,P,2) ' CWWG
P2=PL(H,PL) :IF P2=P(H)THEN BA=.l
:WB=.02 5:PO=.005:POS=" [SPACE3] "
:HR$="[SPACE2]":AB$="[SPACE3] "
:BA£=" . 100":WKS=" [SPACE2] "
:GOTO 2240'NKVA
2170 BA=HO(H,P2,3)/HO{H,P2,2)
:BAS = LEFTS (STR$(BA)+"0 00",5)
:IF VAL(BAS)>1 THEN BAS="
" ' LTBU
2180 WB=HO(H,P2,5)/HO(H,P2,2)
:WK$=HO$(H,P2,5) ' DMKN
2190 PO=HO(H,P2,4)/HO(H,P2,2)
: PO$=MIDS (STRS (PO) +"000"
:IF VAL(P0S)>1 OR VAL(PO$)=0
THEN POS="[SPACE3] " ' OCMB
2200 SB=HO(H,P2,6) 'BMJY
2210 HR$=HOS(H,P2,4) : AB$=HOS (H, P2 ,
2) 'CEVE
2220 RETURN' BAQX
2230 : 'ABHY
2240 COLOR 1,11:CHAR 1,1,1,
LC$+LEFTS(HQ$(H,P2,0)+SP$,10) ,
l'FKGL
2250 CHAR 1,1,3,LCS+" [SHFT A]
VE "+BAS+" ",1'EOBI
2260 CHAR 1,1,2,LCS+"[SHFT A, SHFT
[SPACE3] "+ABS+" ",1'EOGK
2270 CHAR 1,1,4,LC$+" [SHFT H,SHFT
[SPACE3] "+HRS+" ",1'EODL
2280 CHAR 1,1,5,LC$+" [SHFT P]
OWER"+POS+" ",1'EODL
2290 CHAR 1,1,6,LCS+" [SHFT W]
ALKS "+WKS+" ",1'EOXN
2300 RETURN ' BAQW
2310 : ' ABHX
2320 GET KEY AS: RETURN: REM SELECT
OPTIONS' ERXG
2330 : *ABHA
2340 SPRITE 6,1,2,0:MOVSPR 6,120,180
:MOVSPR 6,252#6'DDTI
2350 GET A$:IF RSPPOS(6,
0)<10 THEN 2370'FPII
2360 IF A$=""THEN 2350 ' DGTG
2370 T=RSPPOS(6,0) :MOVSPR 6,0#0'DOWI
[SPACE3]
2,4)
B]S
R]S
96 OCTOBER 1987
128 Users Only /The 128 Mode
2330 SPRITE 4,0:SPRITE 6,0'CJBI
2390 TB=0:BI=ABS (T-40) :IF BI>5 THEN
RE=7:GOTO 2560' JXTR
2400 X=BA:WK=WB:Rl=RND(l)
:R2=RND(1) 'GUNH
2410 IF R2>.5 THEN X=PA:WK=WP ' FMDF
2420 :'ABHA
2430 IF R1>X THEN BEGIN : R3 = RND (1) ' GKEH
2440 IF RKX+WK THEN RE = 11:TB = 1
:GOTO 2540'HSWK
2450 IF R3C.4 THEN RE=12:TB=1
:GOTO 2540' GRJK
2460 IF R3<SP THEN RE=7:GOTO 2560'FMDK
2470 RE=INT(R3*6)+1'EITJ
2480 BENDrGOTO 2560'CGQI
2490 : 'ABHH
2500 TB=1:RE=7'CHAC
2510 IF RKPO THEN TB=4:GOTO 2540' FMRG
2520 IF RKPO*2.5 THEN TB=2
:GOTO 2540.' GPEI
2530 IF RKPO*3 THEN TB=3'FIVH
2540 GOSUB 2630:GOTO 2560'CJGF
2550 :'ABHE
2560 COLOR 1,15:CHAR 1,0,21,
LCS+LEFTS (RES (RE+TB) +SP$, 9) 'GGIQ
2570 SCS=LEFTS(STRS(RU(H) )+SP$,
3) + LEFTS (STRS (HI (H) )+SPS,
3)+LEFT$ (STRS (E(H) ) +SPS,3) ' MTCY
2580 CHAR l,31,22+H,SCS,l'COBL
2590 SLEEP 1:CHAR 1 , 0, 21, " [SPACE9]
'"CKMM
2600 SPRITE 4,1,TC(H) ' BKQC
2610
2620
2630
2640
2650
2660
2670
2680
2690
2700
2710
2720
2730
2740
2750
2760
2770
2780
2790
2800
GOSUB 2780
2680,2670,2660,
=1 THEN SPRITE
3,0
2,0
1,0
RETURN 'BAQB
: 'ABHC
R=0:FOR T=l TO TB: PRINT" [BELL] ";
'FJQI
IF RE=11 THEN
:ON TT+1 GOTO
2650 'HGHO
IF RSPRITE(3,0)
:R=R+1'HPYM
IF RSPRITE(2,0)=1 THEN SPRITE
:SPRITE 3,1'GQQN
IF RSPRITE (1,0)=1 THEN SPRITE
rSPRITE 2,1'GQNO
SPRITE T,1:SLEEP 1:NEXT'DIEL
: ' ABH J
IF RE=11 THEN 2760'DIVE
IF RE=12 THEN E (HH) =E (HH) +1
:GOTO 2760'GUWK
HI (H)=HI (H)+1'CLYG
IF TB=1 AND RND(1)<.66 THEN
BEGIN' HKYK
IF RSPRITE(3,0)=1 THEN SPRITE
:R=R+1'HPYM
BEND: IF RSPRITE (2,
0)=1 THEN SPRITE 2,0
:SPRITE 3,1'HSWO
RU(H)=RU(H)+R'CLUL
RETURN' BAQI
TT=0'BDMK
IF RSPRITE (TT+1, 0-)=l
:GOTO 2790' ITNT
RETURN 'BAQC
3,0
THEN TT=TT+1
END
linn
LADDERS TO LEARNING
For use on your Commodore 64 or Commodore 1 28 computer
Three years of developmental field testing by education experts have resulted in a series
ol software programs that are rich in educational content appropriate for both home and
school use.
Selected titles from LADDERS TO LEARNING Series (over 50 titles in all) for beginning your
home/school software collection:
I MOVING PICTURES (3-13 years)
Creale and animate a story using fabulous graphics
(requires |0y9tlck).
I MEMORY TRAINER (8-10 years)
Improve recall ol numbers, words, lists, and shapes.
I WORD POWER (8-10years)
Learn what a noun is, whatitdoes, how to identify it
and match correct meanings.
I COUNTING (3-6 years)
A delightful introduction to counting and numbers
using animation, superb graphics and captivating
sound.
I ADD/ SUBTRACT I & II (6-9 years)
Henry Hilo makes an interesting game out ol
presenting, reviewing, and testing basic addition
and subtraction principles.
I SPATIAL RELATIONS (3-3 years)
Master concepts ol perspective, distance, and sue
in this highly interactive program.
I FLYING INSTRUCTOR (10-15 years)
Earn your Flight Certificate by mastering flight
principles and experiencing H,hands-on" airplane
control,
I BON ES AND JOINTS (1 0- 1 5 years)
Learn what bones are made ol, their function, and
about the joints which connect them.
I SORTING (6-8 years)
Play the Great Sorting Game as a building block lor
math and logic skills.
I MECHANICAL ENERGY (10-15 years)
Learn the basic facts about kinetic and potential
energy and conduct experiments in a laboratory
simulation.
^t Published by McGraw-Hill Book Company Australia Pty Limited
Available Irom: COMBASE, INC., Suite 890, 333 Sibley Street. St. Paul, MN 55101
To order, send check or money order. Cost includes shipping and handling.
MOVING PICTURES
MEMORY TRAINER
WORD POWER
COUNTING
ADD/SUBTRACT l&ll
(Specify #)
— PLEASE SEND COMPLETE CATALOG
SPATIAL RELATIONS
FLYING INSTRUCTOR
BONES AND JOINTS
SORTING
MECHANICAL ENERGY
SCHOOL & GOVERNMENT PURCHASE ORDERS ACCEPTED,
30-DAY RETURN GUARANTEE SUBJECT TO MERCHANDISE RETURNED IN
SALEABLE CONDITION AND 1C'=. RESTOCK FEE,
TOTAL DISKS ORDERED
AMOUNT ENCLOSED:
Name
Address
City/State/Zip
Telephone (
A Powerful Wordprocessor
for the Commodore 128®
Selected
3tf for the 1987
CES Software
Showcase
Award.
From the author of Fontmaster II comes Fontmaster 128,
an enhanced version for the Commodore 128. This
powerful word processor with its many different print
styles (fonts), turns your dot matrix printer into a more
effectual tool, Term papers, newsletters, and foreign
languages are just a few of its many applications.
* Program disk with no protection - uses hardware key
* Supplement disk includes foreign language fonts
* 56 Fonts ready to use
* Font editor/creator included
* On screen Font preview
* 80 column only
* Supports more than 110 printers
This package will soon be available with a spell checker.
Commodore 128 is a registered trademark of Commodore Business Machines. Inc.
jiwa^W Inc. 2804 Arnold Rd. Salina, Ks. 67401 (913) 827-0685
Telecommunications/ Inside Q-Link
Continued from pg. 42
transferred to a CP/M disk using xlink or
another suitable utility. Rdcbm also re-
quires Nulul5.com and Uncr23.com
(found in Crunch23.1br) on the CP/M disk.
So you'll have to transfer these as well.
Now you can boot CP/M as usual, then
at the A) prompt type nululS rdcbm21 to
run Nulu. When Nulu is loaded, enter -e
*.* at the cursor to extract the files from
within the rdcbm21.1br file. When the ex-
traction is finished, you can exit Nulu by
typing -c to close the library, then -x to
exit Nulu. Finally, at the A) prompt
again, type in uncr23 *.* to uncrunch the
files. When this is finished, you're ready
to use rdcbm or examine the documenta-
tion file rdcbm.doc supplied with the pro-
gram.
Rdcbm can transfer sequential or pro-
gram CP/M files that have been down-
loaded to your formatted disk to CP/M. It
can use one or two 1571 or 1541 drives, or
a combination of the two. Rdcbm also can
use a 1700 or 1750 RAM expansion as
well. When you run Rdcbm, you have the
option of assigning the source and desti-
nation disk drives. The defaults are to use
drive A (device 8) for the CBM source disk
and drive M (expansion RAM) for the
CP/M destination.
The size of the program you can trans-
fer is only limited by the size of your disks
or expansion RAM. If you use the expan-
sion RAM, you must use PIP.COM or
NEWSWEEP.COM to transfer the files
from the expansion RAM to a previously
formatted CP/M disk. If you use two disk
drives, you can transfer directly to the
CP/M disk.
What makes Rdcbm so nice is that it
uses burst loads when used with a 1571
drive. The saves to disk, however, are still
at normal speeds. When used with one of
the RAM expansions and a 1571, SYSOP
PJ indicates you have the next best thing
to a direct download to a CP/M disk.
If you have any problems or questions
concerning any of these programs, or
CP/M in general, drop by the Computer
Connection in CIN where you can enter
your question on the CP/M message
board. If it's something more urgent, you
can reach SYSOP PJ via E-Mail for a di-
rect response. 9
Bob Baker is in charge of the New Prod-
ucts Information area on the Q-Link net-
work. He can be reached on Q-Link via
E-Mail addressed to RBAKER.
Designing A Hit
Continued from pg. 73
DK = # of defending knights
DL = defender leadership rating
RND = random number from 50 to
100
The leadership ratings are determined
in other parts of the game, and are carried
into the battle based on performance. The
number of soldiers and knights depends
on how large an army you've created for
yourself, and how large the defending
force is. Once a battle is joined, these two
formulas are applied, repeating until one
side has no men left, or it retreats. The
minimum losses per battle step are 1. If
the formulas return a value less than one
the result is set to 1. Fractional results are
ignored. You may retreat with your army
at any point if you choose. The computer
controlled army will stay until its losses
exceed its belligerence rating, set at the
beginning of the game. The results of ev-
ery battle are stored and affect many of
your ratings elsewhere in the game.
Remember this little exercise occurs ev-
ery time you engage in a battle, and that's
only a small part of the entire game. The
game keeps track of hundreds of varia-
bles; your income, treasure, skill at sword-
play and jousting, and an array of "hate"
variables defining your relationship to the
computer characters. There are algo-
rithms that calculate the changing values
of all these variables based on your ac-
tions during the game. A major part of
game design revolves around "tweaking"
the algorithms so that the game plays
well. Play testing of beta versions helps to
discover what aspects of the game need
changing. By putting new values in an al-
gorithm, a programmer can change the
feel of the game, making it easier to res-
cue a kidnapped princess, or harder to un-
seat a knight during a joust.
Defender of the Crown is one of the most
ambitious projects I've seen to date. In
many ways it creates a very rich environ-
ment, an involving fantasy that removes
you from the here and now and lets you
take on a new personality, experience new
sensations, and act out new roles. That's
what entertainment is all about.
A lot of work goes into every computer
game. Game design, art, music, program-
ming; then of course there's the packag-
ing, advertising, marketing and distribu-
tion, all the rninor details it takes to get a
finished product to you. The next time you
sit down to play, take a moment to think
about the work that went into the creation
of the entertainment you're about to expe-
rience. 9
98 OCTOBER 1987
128 USERS ONLY-
by Kenny Lawson
Painless
Window Panes
For the Commodore 128
Surely, we've all seen software that uses
window overlays to request input, dis-
play menus, offer help screens, or any
number of other tasks. Painless Window
Panes is a machine language program
that will allow you to incorporate this
function into your own C-128 programs.
In addition, it will allow you to restore the
screen under any given window, in case
your application would need to return to
that screen. Also included here is a dem-
onstration program which you can use as
an outline for your applications program.
I have tried to make the program as
'pain'less as possible. The window charac-
ter, border colors, and the placement and
displacement of the windows themselves,
are all automatic. Only a SYS call from
your program is necessary to place or
erase the windows on the screen. How-
ever, you must format the screen output
for each window overlay in your own
programs.
The program will allow a total of four
overlays at a time, each one offset over the
last one. Of course, you don't need to use
all four at once, and a simple SYS 3100
will reset the zero page pointers, so that
window number one can be called up and
placed first again. In this way overlays
can be used any number of different times
in any given program.
Painless Window Panes is an effective
demonstration of the C-128's built-in Ker-
nal routines INDSTA ($FF77) and IND-
FET ($FF74). These routines are used
here to save each byte of the VIC screen
memory, and color memory, to a protected
area at the top of BANK 1 (the variable
RAM), and then recall those bytes and re-
store them to screen and color memory.
So, the first line of your own applications
program must be POKE 58,223:CLR.
This POKE sets aside 32 pages (8092
bytes) for the four screen and color saves,
Create up to four window
overlays at a time on your
128.
so they will not be overwritten by your
string variables later. Thus, you will lose
no BASIC programming memory and
only 8092 bytes of variable RAM, leaving
you with over 50000 bytes. (INDSTA and
MDFETare on pages 454 and 455 of the
Commodore 128 Programmers' Reference
Guide, published by Bantam Books.)
Using the Program
The first thing to do is type in each pro-
gram, SAVEing at least one copy of each;
we all know what can happen to a pro-
gram in memory if you RUN it with any
errors in typing.
Although the program is written as a
BASIC loader subroutine, you could if you
wish, LOAD and RUN it, and then
BSAVE (another nice C-128 command!)
each portion to disk. Either way will work.
Next, re-LOAD the Window Loader
program, and RUN it. This will install the
ML routines into the RS-232 Input and
Output buffers. (So, of course, if your pro-
gram will be using these areas. Painless
cannot be used concurrently.)
After that, LOAD the demonstration
program (again, note that POKE
58,223:CLR must be the first executable
line) and RUN it. This program will dem-
onstrate the format of the window over-
lays, and presents one way of implement- i
ing their use.
SYS 3100 sets (or resets) some zero-
page pointers that the program uses to
control the colors, and placements, of the
windows and borders. It also zeros out BI-
TABL ($035E) locations, to clear the cur-
rent text screen line links, which prevents
corruption of the screen and/or windows.
Locations 166 and 167 hold the vectors
used by INDSTA and INDFET to stash
and fetch bytes in BANK 1. Location 170
holds the color we will store into location
241, which defines the default foreground
(character) color. Locations 171 and 172
hold the vectors to the screen location
where we start drawing the window bor-
der. These locations are used to load the
.X and Y registers, respectivelv, then we
JSR to PLOT ($FFF0) to set the cursor to
the top-left corner of the window border.
The borders are drawn using the C-
128's built-in Kernal routine, PRMM
($FF7D), which is similar to the 64's
STROUT ($AB1E). This routine is also
discussed in the Programmers' Reference
Guide.
Locations 175 and 176 are the vectors
that point to the VIC screen, which nor-
mally starts at 1024 ($0400). Then these
locations are changed to point to color
memory at 55296 ($D800). Painless saves
both the screen and color memory, so you
can use different colors on your screen
output to liven it up.
SYS 3200 will save the current text
screen, including any existing overlays al-
ready placed, increment necessary zero-
page pointers, and JSR to the draw rou-
tine to place the window border on screen
and set the window with locations 228 to
231 ($00E4-$00E7). SYS 3300 will restore
the screen under a given window, and de-
crement the zero-page pointers to prepare
for another save or restore.
Just a few simple rules to remember
when working with this routine; again be
sure to make POKE 58,223:CLR the first
line of your applications program. SYS
3100 is used to reset zero-page pointers to
the first window overlay. SYS 3200 is
used to save a screen and create a window
and border. SYS 3300 is used to erase a
window and restore the underlying
screen. Don't try to SYS 3200 past the
fourth window, or SYS 3300 below the
first window, or the screen, and possibly
your program, will be corrupted.
I hope all you programmers can learn
something about using a few of the C-
128's new Kernal calls from this program.
Working late into the night on this pro-
gram for several weeks, has helped shar-
pen my problem-solving skills, and shown
me a reverence for the mighty 128. g
Before typing this program, read "How to Enter Programs" and "How to Use the Magazine
Entry Program." The BASIC programs in this nugwinr arc available on disk from Loadstar,
P.O.Box jOOO'.Shrevcport.U "II «P-(ii)fi- I SU08MJ69),
Window Loader
50050 REM ****** POINTERS
****** ' BUAE
50060 FOR X=3100 TO 3138:READ A
:POKE X,A:C1=CH-A:NEXT' 1WME
50070 IF C104431 THEN PR INT" [CLEAR ,
DOWN2] ERROR IN DATA LINES 50080
-50090" :END'GHTJ
50080 DATA 169,0,133,166,133,175,169,
223,133,167'BMDE
50085 DATA 169,0,141,94,3,141,95,3,
141,96,3,141,97,3'BQIK
COMMODORE MAGAZINE 99
128 Users Only/Painless Window Panes
50090
DATA 169,3,133,170,169,10,133,
13,0'BMLH
173,169,2,133,171,133,172,
50430
DATA 136,208,222,165,172,133,
96 ' BDS I
236,3 2,125,255,18, 32,32' BWTF
50100
REM ****** STORE
50440
DATA 32,32,32,32,32,32,32,32,32,
****** i BRUA
32,32,32,32,32,32,32,32,32,146,
50110
FOR X=3200 TO 3283: READ A
13,0'BMJJ
•.POKE X,A:C2.=C2 + A:NEXT' IWOA
50450
DATA 32,202,13,96'BMKA
50120
IF C2013335 THEN PRINT" [CLEAR,
50460
REM ****** SET WINDOW
DOWN2] ERROR IN DATA LINES 50130
****** i nuYg
- 50210":END'GISF
50470
FOR X=3530 TO 3576:READ A
50130
DATA 169,19,32,210,255,32,210,
:C5=C5+A:POKE X, A: NEXT ' IWI J
50140
255'BDHE
DATA 169,166,141,185,2'BRND
50480
IF C5O6630 THEN PRINT" [CLEAR,
50150
DATA 169,4,133,176,160,0,162,1,
177, 175, 32, 119, 255' BTFE
DOWN2] ERROR IN DATA LINES 50490
- 50520":END'GHLO
50160
DATA 200,208,246,230,176,230,
50490
DATA 165,171,105,1,133,229,105,
167, 165, 176, 201, 8, 208, 2 34' BYXF
8,133,228'BKNJ
50170
DATA 169,216,133,176,160,0,162,
50500
DATA 165,172,105,1,133,230,105,
1,177, 175, 32, 119, 25 5' BVFG
17,133,231'BLXB
50180
DATA 200,208,246,230,176,230,
50510
DATA 169,145,32,210,255,32,210,
167,165.176'BKYF
2 55, 169, 19, 32, 210, 255, 96 'BAUF
50190
DATA 201,220,208,234,32,72,
50520
DATA 32,202,13,162,4,230,171,
13'BYXE
230, 172, 202, 208, 249, 96' BVKF EHD
50200
DATA 162,3,230,171,230,172,202,
Demo Program
208,249,230,172'BQUF
100
POKE 58,223:CLR'CHGW
50210
DATA 230,170, 230, 170, 96'BSBB
110
COLOR 0,1 '.COLOR 4,1'CHMY
50220
50230
REM ****** RESTORE
******iBTUD
FOR X=3300 TO 3390:READ A
120
PRINT" [CLEAR, WHITE]
'PAIN' LESS WINDOW PANES
:POKE X,A:C3=C3+A:NEXT' IWSD
DEMONSTRATION" ' BAHI
50240
IF C3O14780 THEN PRINT" [CLEAR,
130
PRINT" [DOWN, BLUE, SPACE3J
DOWN2] ERROR IN DATA LINES 50250
THIS DEMONSTRATION WILL SHOW YOU
- 50330":END'GIFI
WHAT"'BACJ
50250
DATA 169,19,32,210,255,32,210,
140
PRINT"' PAIN' LESS WINDOWS IS
255,198,167,169,219,133,176,160,
CAPABLE OF DOING. WE WILL FILL
0,162'BMII
THE SCREEN WITH TEXT FIRST," ' BAUU
50260
DATA 1,169,166,32,116,255,145,
150
PRINT"SO THAT YOU CAN SEE HOW
175,200,208,244,BPMF
EACH WINDOW WILL"'BAUL
50270
DATA 198,167,198,176,165,176,
160
PRINT"NOT PERMANENTLY DISPLACE
201,215,208,232'BOLG
THE TEXT ON THE'"BANM
50280
DATA 169,7,133,176,160,0,162,1,
170
PRINT"SCREEN, BUT MERELY OVERLAY
169,166'BIHF
IT UNTIL YOU ARE DONE WITH THAT
50290
DATA 32,116,255,145,175,200,208,
WINDOW." 'BAQU
244'BFBG
180
PRINT" [DOWN,GRAY2,SPACE5]
50300
DATA 198,167,198,176,165,176,
EACH WINDOW CAN HOLD ANYTHING
201,3,208,2 32,230,167 'BUYB
THAT'"BAVO
50310
DATA 162,7,198,171,198,172,202,
190
PRINT"YOU WISH; INSTRUCTIONS,
208,249,198,172'BQNB
MENUS, INPUT, '"BADO
50320
DATA 198,170,198,170,198,241,
200
PRINT"EVEN LO-RES PICTURES TO
198,241'BGGA
SPICE UP YOUR" 'BAJG
50330
DATA 32,236,13,96'BMRD
210
PRINT"OWN PROGRAMS."'BAGB
50340
REM ****** DRAW ****** r3QFF
220
PRINT" [DOWN, ORANGE, SPACE4]
50350
FOR X=3400 TO 3509:READ A
A NORMAL 'PRINT' STATEMENT WOULD
tPOKE X,A:C4=C4+A:NEXT' IWXG
BE"'BAWJ
50360
IF C4O8056 THEN PRINT" [CLEAR,
230
PRINT"SUFFICIENT TO REPLACE THE
DOWN2] ERROR IN DATA LINES 50370
TEXT, BUT NOT ANY USER INPUT THAT
- 50450":END'GHNL
WAS ADDED AFTER"' BACT
50370
DATA 165,170,133,241'BPEC
240
PRINT"THE ORIGINAL SCREEN WAS
50380
DATA 24,166,171,164,172,32,240,
255'BEFG
DATA 32,125,255,18,32,32,32,32,
PRINTED. BUT*"BADK
50390
250
PRINT'" PAIN 'LESS WINDOWS WILL
32,32,32,32,32,32,32,32,32,32,
REPLACE IT ALL!'"BACL
32,32' BLZN
260
PRINT" [DOWN, BROWN] HERE IS AN
50400
DATA 32,32,32,32,146,13,0'BUCD
EXAMPLE OF USER INPUT. " ' BAIM
50410
DATA 160,9,165,172,133,236,32,
265
PRINT" [HOME,DOWN21] " 'BARJ
125, 255, 18, 32, 29' BQMC
270
POKE 208,1:POKE 842,34
50420
DATA 29,29,29,29,29,29,29,29,29,
IINPUT" ENTER YOUR FIRST NAME...";
29,29,29,29,29,29,29,29,32,146,
NMS'DRVO „ ■ . .
Continued on pg. 128
100 OCTOBER 1987
Software Reviews/ Graphics Galleria
Continued from pg. 28
lects (via a menu driven option) the
"slides" they want included and the se-
quence they want shown, the show begins.
But the "slides" aren't simply flashed on
the screen, they are shifted into view us-
ing one of three impressive video altering
schemes. The three options are Sparkle,
Shutter and Door. Each makes the graph-
ic materialize on and fade off the screen in
a most appealing and professional looking
manner. I think this option would be ideal
for businesses or schools wanting to use
their C64's graphic abilities to illustrate a
lesson, share information or sell a prod-
uct. The manual doesn't suggest it, but
"Slide Show" could also be used to insert
graphics, pies, charts, etc., into business
video presentations. Best of all, the pro-
gram not only works, but it's easy to use.
The "Picture Printout" does just that—
it dumps a graphic file, providing it is in
the Flexidraw format, to your printer.
This means if you want to use a drawing
created with another graphic program,
you'll need to use the "Image Conversion"
option first.
The other feature which is a little un-
usual is called "PaperClip File Creator." It
allows you to convert graphic files for use
by the PaperClip word processor (revision
C or greater!. Five pages of the manual
are dedicated to explaining how this is
done, and from what I read the procedure
is pretty straight forward, like all the oth-
er operations. Although I wasn't able to
test the feature, I suspect those who do use
PaperClip will be pleased with the results
if it is as impressive as the rest of Graph-
ics Integrator 2.
The program does have one option
missing which should have been included
and of which you should be aware. The
conversion of graphics to The Newsroom
format is a one way street. You can con-
vert files so The Newsroom can use them,
but you cannot convert The Newsroom
graphics so they can be used by other
graphic programs. While this doesn't
greatly diminish the usefulness at Graph-
ics Integrator 2, it does exclude a great
source of graphic art since The News-
room's Clip Art selection disk has literally
hundreds of graphics.
If you've read this far, I'm sure you're
interested in knowing which programs
are supported by Graphics Integrator 2;
they are: Flexidraw (naturally), Compu-
terEyes, Cad Pak 64, Super Sketch, Doo-
dle!, Animation Station, Koala, Blazing
Paddles, Billboard Maker, GEOS, Print
Shop, Print Master, The Newsroom and
PaperClip, The program's direct print op-
tions support all of the more popular black
and white printers and interfaces (as well
as most of the less often used ones). It also
works with the five top color printers —
Canon, Diablo, Okidata and Epson.
Unfortunately, I don't have access to all
of those programs or printers, but of those
I used, all worked flawlessly with the pro-
gram's options. The long list of software
packages and peripherals that Graphics
Integrator 2 is coded to work with makes it
clear just how many obstacles and hun-
dreds of hookup combinations program-
mer Phillips had to test and conquer be-
fore he could finish the program. He de-
serves a financial applaud for the hours of
efforts this product represents and his
ability to bring a sort of standardization to
the nonstandard graphic filing format
nightmare.
The second product I want to mention
in this review is Graphics Galleria also
from Inkwell. In an effort to make Flexi-
draw more appealing (and all the other
graphic programs too if you own Graphics
Integrator 2) they have released the first
in a a series of clip-art disks. The one I
had a chance to look over is called Clip
Art Potpourri II. The disk is double sid-
ed— one side stores Flexidraw formatted
graphics and the reverse side contains the
same graphics in Doodle! format. Each
side holds 16 pages of graphics including
everything from beer mugs to computers
and Santa Claus. As you would expect, all
the graphics are top notch and should be
useful for anyone designing posters, greet-
ing cards or anything which needs profes-
sional looking graphics. Soon to be re-
leased disks include Animals (it contains
dozens of animals, both domestic and
wild), Clip-Art (it has everything from
fancy letters to fish), Maps of the World
(what else — maps), Holiday Themes (tur-
keys, fireworks, valentines, ghosts, Santa,
etc.), and Borders & Signs (fancy ending
to frame your designs).
One parting remark — don't ask me why
the program is called Graphic Integrator 2
instead of #1. 1 don't know. I never saw, or
heard of an earlier version. All I know is
that #2 works. It is just what the user of
multiple graphic programs needs to
bridge the barrier which, until now, has
prevented integration of alien graphics.
So, if you are looking for something to add
some real punch to your graphic capabili-
ties, these offerings from Inkwell are
worth a good long look.
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AMIGA UPDATE"
Amiga Public
Domain
Software
What's new for the Amiga in the
public domain? Here are some of
the more recent public domain
programs for the Amiga,
This month I'm not reviewing a certain
category of Amiga public domain pro-
grams, but rather the best of the newest
public domain programs that I have seen.
Three of the most important programs I'm
reviewing here are Morerows. which al-
lows you to use the overscan of your moni-
tor; Conman, which adds line editing and
command histories to CLJ; and AMIC PD
Term, which has replaced Communicator
as the king of the hill in public domain
terminal programs. For each program,
the author is given, and if that PD pro-
gram is available on the Fish series, or
the AMICUS series of public domain
disks, the number of each series is also
given. In many cases more than one disk
will be listed in each series for a given
public domain program. This means that
an update to the program has been re-
leased and is also available on one of the
mentioned disks in the series. I do not
keep track of which programs are avail-
able on PeopleLink since virtually all of
the programs mentioned in this column
will be available for download in the li-
braries in the Amiga Zone on PeopleLink
(if not by the time I write this, then cer-
tainly by the time this column is pub-
lished). When a public domain program
has been classified as shareware, this is
also mentioned, along with the suggested
amount.
ISpell: by Pace Willisson
(Fish 54)
ISpell is a CLI-oriented spelling check-
er. To use it, you just type the name of a
text file that you want to check for spell-
ing. If a word is misspelled, you can cor-
rect it online. If you misspell a word by
only one character, the program will show
you what words are similar to the mis-
spelled word, so that you might recognize
the correct spelling. ISpell comes with a
huge hashed dictionary that is 300Kbytes
big. Since ISpell loads the entire diction-
ary into memory at once, you need some
expansion memory to use the program as
supplied. Of course you can create your
own dictionary (or size down the supplied
one.) ISpell supports a Micro! GNU lEmacs
interface. This program is definitely not
for novices, but seasoned computer users
might find it to be just right for them.
MoreRows: by Neil Katin and Jim
Mackraz (Fish 54)
Usually the overscan area of a monitor
is not used by computer programs, Amiga
or otherwise. But with MoreRows, you can
use the overscan area of your Amiga's
monitor for many programs, including the
CLI and Workbench! By using MoreRows,
your CLI can display more rows and col-
umns, and your Workbench will have
more room to display windows and icons.
To set up a disk with MoreRows you must
first run the actual MoreRows program,
and then when running the program, you
tell it how much of the overscan area you
want to use for the Amiga's display, in
pixels. The largest values that work for a
medium-resolution screen are 704 by 235
I pixels (this is compared to a normal medi-
! um -resolution screen size of 400 by 200
pixels. I Next, you run and then save Pref-
erences. You don't have to actually
change anything, just load it and then
save it. Finally, you reboot your Amiga
and you will see that the maximum size of
CLI and the Workbench have increased.
To see the overscan area, assuming you
have the Amiga 1080 monitor, adjust the
vertical height control on the back of the
monitor until you can see all 235 horizon-
tal lines. Unfortunately, there isn't a hori-
zontal width control, so the best you can
do with the Amiga 1080 monitor is to use
the horizontal position control to view
most of the 704 vertical lines at a time.
PipeDevice: by Matt Dillon
(Fish 55)
As the name implies, this program cre-
ates a true working piping device. You
cannot use it to pipe information from
within one task, it must be used to pipe
data from one task to another. Now you
can transfer data from one program to an-
other without having to use a temporary
disk or memory file.
VT100: by Dave Wecker
(Fish 55)
This is the terminal program that
Tek4010 (reviewed in the July install-
ment) was based on. So, if a vtlOO emula-
tor with Xmodem, Kermit, and script files
appeals to you, and you don't need Tek-
tronix emulation, then this may be the
program for you. Dave's VT100 program
is up to version 2,6 (I believe the version
that Tek4010 was based on is version 2.3),
and many bug fixes have been made.
There are also many minor improve-
ments, including half duplex, auto word
wrap, and command-key sequences for
most menu items.
Icon2C: by Carolyn Scheppner
(Fish 56)
This program converts an icon into a C
data structure, so that you can easily in-
clude any icon in a C program.
Mergemem: by Carolyn Scheppner
(Fish 56)
Mergemem merges the mountlist code
for 2 different memory boards, so that the
combined memory is treated as one con-
tinuous chunk. This is useful for two rea-
sons. First, this helps to cut down on
memory fragmentation. Second, it in-
creases the largest possible piece of mem-
ory that can be allocated. (You may not
think of any reason why one would want
102 OCTOBER 1987
Amiga Update/ Amiga Public Domain Software -
to allocate a two megabyte chunk of mem- j
ory now, but I'm sure that this will be
common for Amiga programs 2 years
down the road.)
Mousereader: by William Betz
(Fish 57)
This is a small text display program
that is completely controlled by the
mouse. You can also display an IFF pic-
ture in addition to text. A search feature
is included, as well as the option to print
the contents of the portion of text being
viewed.
Splines: by Helen Taran
(Fish 57)
Simple curve fitting and rendering
techniques are demonstrated with this
demo. The user can plot any one of five
different splines, relocate each of the three
or more points being used, create new
points and remove points. All drawings
are in hi-res mode. The most unusual fea-
ture of this program is that is uses pop-up
menus (as opposed to pull-down menus,
which are the norm on the Amiga.)
Hyperbase: by Michael MacKenzie, Marc j
Mengel, and Craig Norborg
(Fish 58; Shareware: $25)
If you haven't purchased a database for
your Amiga yet, this program may tide
you over until you find one suited to your
needs, Hyperbase has most of the really
necessary features for a usable database.
Features include searching (query), de-
signing form printouts for your data, for-
mulas, and sorting by a particular field.
Hyperbase allows you to set the cache size
for the number of records you want in
memory at once. Keep in mind that the
size of a record is variable, according to
your field definitions, so that you will
have to calculate how many bytes each re-
cord takes up.
Lots of command-key sequences are
provided, which I feel are a must for such
an input-intensive program as a database.
A nice feature of Hyperbase is that even
after you delete a record it is still there,
just in case you made a mistake. You
must force Hyperbase to actually delete
records that have been marked as deleted.
This may be a pain for those who think
before they act, but for others this feature
could save some grief. Even if you decide
to delete all records that are flagged as de-
leted, Hyperbase keeps a backup copy of
your database on hand, just in case you
want to start over.
You must specify which database you
want to load in at run-time. Hyperbase
uses 3 of the 4 colors available from
CLI/Workbench for emphasis.
Memclear: by John Hodgson
(Fish 58)
Memclear reduces memory fragmenta-
tion by combining adjacent pieces of free
memory into one large piece. First, this
program will examine the free memory
list, then it will clear out the memory by
writing zeros to all locations.
Programmable Clock: by Mark
Waggoner (Fish 59)
This clock gives you many choices to
make. You can decide whether you want
to use an alternate font for your clock or
just stick with Topaz 8. You can decide
whether you want to set the clock (ex-
tremely useful for those without battery-
backed clocks in their Amiga.) The clock
can be programmed to stay in front of the
screen at all times, or to pop up to the
front every 15 seconds. You can choose 12
or 24 hour time, if the day of the week will
be displayed and the format for the date.
The color for both the foreground and the
background of the clock can be changed
(hut only to one of the other 4 Workbench-
/CLI colors being used at the time.) And
best of all, all of these choices can be
saved, so that you'll never have to repro-
gram this clock again!
Dropcloth: by Eric Lavitsky, Perry
Kivolowitz, and ASDG Inc.
(Fish 59)
Are you bored with the plain look of
your Workbench? Then spice it up! Drop-
cloth replaces the solid color of the Work-
bench background with a simple dot pat-
tern of varying intensity. The dot intensi-
ty is user-definable at run-time.
Supermort: by Mark Schretlen
(Fish 59)
Supermort will compute just about any
possible mortgage possibility. Three what-
ifs can be calculated: periodic payments,
full amortization or to meet a target prin-
cipal, and to find a principal. The time for
payments, compounding, term and amor-
tizations are all selectable (from a list of
possibilities).
Blitzfonts: by Hayes Haugen
(Fish 60; Shareware: $10)
Speedy text PO is the purpose for using
Blitzfonts. The author states that the
maximum theoretical increase in speed is
586 percent, although the usual speedup
is about 200-300 percent. The PD version
only works on the standard font, Topaz 8,
although if you send the shareware contri-
bution, you will get a version that sup-
ports any other font that is as wide as To-
paz 8.
Handshake: by Eric Haberfellner
(Fish 60; Shareware: $25)
This a VT100 emulator. It also fully
supports both the VT52 and the full
VT102 specification. One %'ery nice fea-
ture of the program is that you can turn
on interlaced mode, and have the Hand-
shake screen shrink to half the size of the
monitor screen, while still being able to
see all 24 lines.
PrtDrvGen; by Joergen Thomsen
(Fish 60; Shareware: $10)
With PrtDrvGen you can create your
own custom printer driver for the Amiga.
You can choose to create an alphanumer-
ic-only printer driver, or one that handles
graphics as well. There are many param-
eters to input when creating the printer
driver, including the size of the page, and
the perforation skip length. Up to four
graphic modes can be included in the driv-
er. The aspect ratio for graphic dumps can
be inserted, as well as any scaling or posi-
tioning you might desire of the graphic.
The driver will act intelligently when
blank lines have to be printed, so that the
print head moves as little as possible. You
can specify how colors are printed, and
how print data is actually stored in the
print buffer to best suit your printer.
Finally, if you don't have enough mem-
ory, a driver created with PrtDrvGen will
just print "no mem" on your printer in-
stead of possibly crashing. Let me empha-
size here that unless you have a thorough
knowledge of how printers work (especial-
ly yours!), you will find this program to be
very complex and hard to use.
Uedit-Turbo: by Tom Althoff
(Fish 60)
The text editor Uedit (reviewed in the
August installment) was designed to be
completely programmable. Uedit-Turbo,
tailor-made for writing C programs using
the Aztec C compiler, is an example of
what can be done with the programming
features of Uedit, In addition to the nor-
mal editing features in Uedit, you can se-
lect an option that will execute the Make
utility for the Aztec C language. And, if
the compiler comes across an error in your
C source code, Uedit will instantly scroll
to the exact place where the error oc-
curred! If you can't afford an expensive
lint program for your Aztec C compiler,
COMMODORE M/CAZINE 103
Amiga Update /Amiga Public Domain Software-
this may be your best alternative.
ATpatch: bv Philip Staub
(Fish 61)
There is only one thing to say about this
program - It modifies the Amiga Trans-
former program so that it can operate un-
der version 1.2 of the operating system.
Filidisk: by Fred Fish
(Fish 61)
Running this program during commer-
cial software development could be the
only thing that stands between you and
piracy of your proprietary data (or in the
case of copy-protection data, piracy of the
program itself). This program first search-
es for all the free blocks on a disk and
then writes a ton of garbage to each and
every free block. This will thwart an at-
tempt by someone to salvage the files that
you thought had been deleted long ago via
Disksalv or a disk editor.
Cookie: bv Richard Stevens
(Fish 65)
This is your standard fortune cookie
program. When you run it, a "fortune
cookie" type saying will be printed. You
can easily create your own data file full of
your own sayings, or just add to the de-
fault data file.
JTime: by Michael Keryan
(Fish 65)
For those hardware hackers out there
who haven't attempted to build anything
for their Amiga yet, and would like to
start with a small project, here is a project
for building your own battery-backed
clock. This clock will plug into the second
mouse port (which is used as the joystick
port by most people). The clock uses a nor-
mal 9-volt battery, and the cost of buying
all the parts to build the clock should be
less than $25. Hi-res IFF pictures are pro-
vided as schematics.
RunBack: by Charlie Heath
(Fish 65)
RunBack is for those of you who like to
work only from Workbench, but want to
run a program from your startup-se-
quence. RunBack will allow you to do this,
while still being able to kill the initial
CLL For those of you with just 512K.
you'll get back some much needed mem-
ory.
Conman: by William Hawes
(Fish 69: Shareware: amount not
specified)
Those of vou who have decided to stick
with the CLI for better or worse will love
this program. Conman adds line-editing
and command histories to the standard
CLI! Conman works by replacing the
standard Console handler and library
with a handler and library of its own.
i When inputing a CLI command, the left
and right cursor keys can now be used, in
addition to the backspace and delete keys.
You can toggle between overwrite and in-
sertion mode, and delete all characters
from the cursor to the end of the line.
Once you start to enter CLI commands,
you will also find that the top cursor key
shows you, one-at-a-time, the previous
commands that have been entered. Of
course, hitting return while looking at one
of the old commands will tell CLI to ex-
ecute it. By holding down the shift key,
the top cursor key instantly brings you to
the oldest command that is being stored.
And the bottom cursor key will bring you
to your present CLI input line.
The version of Conman on Fish 69 is
version .90. Version .98 has some nice im-
provements. You can now delete whole
command lines — either one at a time, or
' all the command lines that have been in-
puted but not acted upon by CLI. The way
in which previous commands are stored
has been changed. In version .90 the last
twenty commands were stored. In version
.98, a buffer is set up that will store as
many CLI commands as will fit. The de-
fault buffer is only 488 bytes (enough for
20-30 average size CLI command lines I,
but by changing the value of a field in
Conman's console library structure, you
can choose the size of your command his-
tory buffer.
Certain function keys now allow you to
automatically resize the CLI window. Sev-
eral bug fixes have been made in version
.98. The most important fix is that a Con-
man CLI can now be resized beyond 640
by 200 pixels if the screen is larger than
that. This means that Conman now fully
supports Morerows. Why use just your
CLI better when you can make it bigger
and better!
GravWars: by Ed Bartz
(Shareware: $5)
The object of this game is to fire a mis-
I sile from your spaceship and destroy your
opponent's spaceship. Between you and
your opponent are planets, but these plan-
ets are more than just obstacles. The plan-
ets have gravities which play havoc with
the direction of your missile, often forcing
it to veer off harmlessly into space, and
sometimes causing it to ram into one of
the planets. The planets are of varying
sizes and gravity fields. You also have to
deal with black holes (which for this game
are just basically invisible planets). Al-
most every feature in this game is com-
pletely user-selectable. You can choose
how many planets you want to have on
the playing field, create new planets, de-
stroy planets you don't want, and move
any planet around. Either ship can also be
moved and you can decide whether to
have the old missile trails left on the
screen or not. You can also make the plan-
ets look plain, so you won't know how in-
tense each planet's gravity field is.
Aux-Handler: by Steve Drew
This handler, when properly set up, will
control the serial port as a console. As a
result, you can run a new CLI that has the
I/O flowing through the Amiga's serial
port. If you have an ASCII terminal lying
around, just hook it up to the Amiga's ser-
ial port, and your Amiga has now become
a multi-user system! You could also allow
someone to remotely access your comput-
er by hooking a modem up to the serial
port.
Hockey: by John Samuels
(Shareware: amount not specified)
No, this isn't some game played on ice
with a puck - it is a simple card game,
with some terminology taken from the
game of Hockey. But forget the game it-
self, what will really cause you to love (or
hate) this game is that your opponent,
your Amiga, turns into a John McEnroe-
style abuser, and constantly tries to ver-
bally abuse and humiliate you! The fact
that your opponent has an infallible mem-
ory while he plays makes his taunting all
the more effective. Fortunately, if you
start to feel like you want to take a sledge-
hammer and destroy your opponent, you
can turn the speech off.
ADVSYS: by David Betz
Do you like text adventures? Have you
ever thought of writing one, but were dis-
couraged when you found out that you
would have to use a language that was de-
signed for general programs? Well relax,
since now you can use ADVSYS, which is
a language designed especially for writing
text adventures. ADVSYS is a compiling
language, but to play a compiled adven-
ture, you must have an interpeter version
and run it, using the compiled adventure
data. ADVSYS allows you to program in
virtually every facet concerning text ad-
ventures, including objects, places, ac-
tions, and properties of objects. ADVSYS
also has a decent adventure parser, which
104 OCTOBER 1987
Amiga Update/Amiga Public Domain Software -
can handle multiple objects, multiple ac-
tions, adjectives, articles, and performing
actions to objects.
Life3: by Bob Benedict
(Fish 70; Shareware: $20)
This is a three-dimensional version of
the classic graphics program, Life. The
universe in this version of Life is a cube
that is 32 blocks long on a side. The walls
of the cube are sterile (nothing can live
there). You can design your own laws of
the universe, save and reload a universe,
change the origin of the universe, and
change the viewing perspective. Let me
warn you now that when this program
runs, all multitasking is disabled!
WB-Strip: by Patrick Gross
This program will delete all unneces-
sary things on a standard Workbench
disk (unnecessary for those who want the
minimum number of files on their Work-
bench disk allowable I. This program will
wipe out the entire set of demos, fonts,
printer drivers (the author says here to
just copy the driver you need somewhere
else and move it back here when WB-
Strip is done),and keymaps. It will also
kill most files in the Utilities and System
directories. Let me state here that this
program doesn't kill everything that isn't
needed (for example, it doesn't kill the
backup of Ed in the T directory, nor does
it kill Edit, which hardly anybody uses). If
you feel WB-Strip is convenient, then go
ahead and use it. I feel that a properly
written CLI batch file can do a better job,
but it may be smart to include a call to
WB-Strip in your batch file.
AMIC PD Term: by David Salas
(Shareware: $20)
AMIC PD Term (or just Amicterm for
short), is based on version 1.34 of D.J.
James Communicator terminal program.
(Version 1.32 of Communicator was re-
viewed in the July Installment. Since ver-
sion 1.32, minor improvements have been
made to Communicator, including Charlie
Heath-style file requesters, a status win-
dow, and the option to toggle on a title bar,
so the Communicator screen can be pulled
down.)
Even though Amicterm is still only up
to beta version .40, it has already left
Communicator behind and become a
great program in its own right. Among
the major additions is a sidebar full of
gadgets, which when selected, execute
many of the important commands and
features used in Amicterm. Auto-redial-
ing is now present, and you can even tell
the computer to abort a dial, and dial over
again if it is apparent that Amicterm will
not be able to establish a connection. This
is very useful for Amiga owners with
speakers in their modem; so if you hear a
busy signal you can tell Amicterm to try
again before the default thirty second loop
period is up (the time for each loop can be
changed).
Amicterm supports ANSI color graph-
ics and you can even adjust any of the col-
ors at any time, or even load an entirely
different palette of colors. The phone di-
rectory is much larger now, and in addi-
tion to just the name of the BBS or online
service being displayed, the phone num-
ber, baud, and comment are all displayed
from the phone directory. There are also
several gadgets available in the directory
(those of you who used the old terminal
program Starterm will welcome this
change). A new CLI can be brought up at
any time as well as Ed, or any other text
editor, if you want to change its name to
ed. If you think that Amicterm sounds
good already, keep in mind that this pro-
gram is still in beta release, and there are
a lot more features which still haven't
been implemented (but are in the menus.)
For example, script files will be supported.
In addition to Xmodem and WXmodem
protocols, Kermit, Zmodem (from the IBM
world), and a special protocol called Multi-
talk will be added. Multitalk will allow
you to both transfer files and perform nor-
mal telecommunications simultaneously.
Amicterm also has menu options to both
arc and unarc archived files while still on-
line. So even though Amicterm is not yet
finished, you might as well start using it,
because when it is finished, it will certain-
ly be a fantastic program. Even now, it is
still the best general PD tenninal pro-
gram around.
Next month expect more of the same:
the best in new Amiga public domain pro-
grams. I wasn't able to get Fish disks 66
through 74 in time to review programs in
them this month, so expect to see reviews
of programs from those disks next month,
plus other new programs that are fresh off
the Amiga bulletin boards. As always, I
can be reached in the Amiga Zone on Peo-
pleLink (ID: G KINSEY), or on the
IDCMP BBS (617-769-8444, 8pm-8am). If
you have written a public domain-
/shareware/user supported program or
have obtained one that you think is worth
mentioning to all Amiga owners, then
please attempt to contact me. See you
next month. ra
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COMMODORE MAGAZINE 105
AMIGA UPDATE-
AmigaBASIC Tutorial
Part 7: Requestors
A short program demonstrates difficult areas of
AmigaBASIC, offering both tips on confusing areas
and tricks to make life easier. This month,
Requestors are examined and explained.
If you have run any of the programs that are available as
commercial products or through the public domain, you have
probably seen what is referred to as a Requestor. You know, the
funny little box that opens up and asks you to enter a filename
or to insert your workbench in any drive. Well. AmigaBASIC
doesn't offer this capability directly. So, I figured that there
must be a way to do it through some simple programming.
First, I took a tour through the ROM KERNAL and INTU-
ITION manuals and the Sybex book Amiga Programmer's
Handbook and tried to utilize the various Requestor functions. I
found that this created quite a large module and made it diffi-
cult to incorporate the routines into any existing programs.
Finally, I played with the built-in graphics functions and
found that I could cover a portion of the screen and then restore
it using the GET and PUT commands. Using this method, the
requestor can appear, accept input and then disappear without
seeming to disturb the images below. Also, you don't have to
keep up with any of the structures used in the Requestor func-
tions.
In the requester SUB program, I have used the following var-
iables as GLOBAL variables. To use the routines in your pro-
gram, you will need to make sure that they are available and
will not conflict with any other variables used by your program.
Variable Name Description
Okay If TRUE, then OK was selected else CAN-
CEL was selected (Use for yes/no decisions).
FileName$ Returned from NameRequestor if OK or
RETURN is entered. NULL if CANCEL is
selected or if LEN (FileName$)=0.
Routine sStaetHeret
1 These first sections MUST be present in your program
BobR - 230 : BobB ■ 90
DEF FNArraySiiei » 3+INT( (BobR+16) /16) * (BobB+l)*2
Def ineLibraryFunctloni
DECLARE FUNCTION Move LIBRARY
DECLARE FUNCTION SetDrHd LIBRARY
LIBRARY "graphics. library"
SAY TRANSLATES (*") ' By placing this here, we force the
1 TRANSLATOR. DEVICE to be loaded early
InitAll:
WINDOW 1, "Requester Demo", (0,0) -(631 ,186) ,0 ,-1
FALSE •= 0 : TRUE = -1
Rpt - WINDOW (8!
£Spk - FALSE
COLOR 3
PRINT t PRINT "Use the HENUs to run the demo"
MENU 1, 0,1 , "Examples"
MENU 1,1 ,l,"Yes or No"
MENU 1,2,1, "String "
MENU 2 ,0,1, "Speech"
MENU 2,1,2," Speech OFF"
r
V.
90^
Jones
TRUE
FALSE
BobR
BobB
FNArraySize&
ScrSav&( )
Rp&
fSpk
M$
s%
Indicative of its name ( - 1)
As above (0)
Right most pixel location of the requestor.
This can be changed according to your
needs.
Bottom edge of the requestor
Function to determine the amount of mem-
ory to reserve for the GET and PUT used in
the requestors. Note that the 2 at the end of
the formula is the depth of the screen data
you are saving. If you are using a 3, 4 or 5
bit plane screen, change this accordingly.
Holds the array data for the GET and PUT
operations
This is a pointer to the RastPort address
used by the currently active window struc-
ture (#1 in this example). It must be a
LONG variable.
Flag to indicate if Speech is activated
(TRUE/FALSE)
Should hold what you want spoken when
the Requestor appears (if anything).
Should contain the SAY information for
Voice, Pitch, Speed, etc.
Other variables that I have used in the SUB programs are local
and shouldn't confuse your program if used.
Prompts
Prompt2$
Up to 20 characters
Up to 15 characters
The first two sections. RoutinesStarHere and DefineLibrary-
Function MUST be included as the first part of your program to
achieve the appropriate results.
These routines have been compiled with AbSoft's AC/BASIC
and function as they should. Q
MENU 2,2,1," Speech ON "
MENU 3 ,0,1, "Exit"
MENU 3,1,1,'Exit"
MENU +,0,1,"
Main:
ON MENU GOS11B MenuSel : MENU ON
WBILE NOT Cows
SLEEP
WEND
MenuSel: ,
MenuNum* - MENU(0) : Menultem* - MENUll)
ON MenuNunl GOSUB Examples, Speech, Quit
RETURN
Examples:
IF Menultem*, - 1 THEN
Prompts - "This is the 1st line"
Prompt2S ■ " This is the 2nd!"
MS - "this is a decision requester*
YN Requester
RETURN
END IF
IF Menultem% ■ 2 THEN
MS » "Use this Requester to enter string information.
106 OCTOBER 1987
Amiga Update/Amiga Public Domain Software
NameRequester
RETURN
END IF
RETURN
Speech:
IF Menultem* - 1 AND fSpk then
MENU 2, 0,1, "Speech
MENU 2,1,2," Speech OFF"
MENU 2,2,1," Speech ON "
fSpk = FALSE
RETURN
END IF
IF Menultem% = 2 AND NOT fSpk THEN
MENU 2, 0,1, "Speech
MENU 2,1,1," Speech OFF"
MENU 2,2,2," Speech ON "
fSpk = TRUE
RETURN
END IF
RETURN
Quit:
Prompt? » " : Prorapt2S • ■ Exit (yes or No)?-
MS - *Eggzit to Basik"
YNRequester
IF NOT Okay THEN RETURN
WINDOW CLOSE 1
WINDOW 1, "Requester Demo", (0,0) -(617 ,186) ,15 ,-1
LIBRARY CLOSE
MENU RESET
STOP
SUB NameRequester STATIC
SHARED RpS, TRUE, FALSE, Prompt S, Prompt 2 5, MS, S%,
fSpk, Okay, fExist
Sizes = PNArraySizeS\2
DIM ScrSavS (Sizes)
GET(40,40)-<23Q,90) ,ScrSavs
DrawRequesterToScreen2:
LINE140 ,40)-(230,90) ,1 ,b£
LINE(4O,40)-(230,90> ,0,b
LINE(44,42)-(226 ,8B) ,0 ,b
LINE(50,74)-(72,86) ,3,bf
LINE(50,74)-(72,86) ,0,b
LINE<150,74)-(220,86) ,3 ,bf
LINE<150,74)-(220,86) ,0,b
CALL Moves(RpS,53,83)
COLOR 0,3 : PRINT "OK"
CALL MoveS(RpS,160,B3>
COLOR 0,3 : PRINT "CANCEL"
LINE(53,50)-(216,62> ,3,b
Curs = 55
LINE(Curs,52)-(Curs+7 ,60) ,2,bf
CALL Moves(Rps,53 ,71) : COLOR 0,1
: PRINT " Enter File Name"
CS = INKEYS
WHILE CSO"" i CS-INKEYS i WEND "Empty keyboard buffer
FileNameS = ""
IF fSpk THEN SAY TRANSLATES (MS)
AccessLoop: ■ Wait for click in string box or CANCEL
I=MOUSE(0) : X=HDUSE(1) : Y=MOUSE(2)
IF IO0 THEN
WHILE IOO l I*=MOUSE(0) :X=M0USS(1> :Y=M0USE<2) I WEND
Y-Y-l ' This is due to a difference in MOUSE (2) and the
■ actual Window location
IF X>150 AND X<220 AND Y>74 AND Y<86 THEN ' CANCEL
CALL SetDrMdS(RpS,2) : LINE (151 ,75) -(219,85) ,0 ,bf
CALL SetDrMdS (RpS,l)
Okay - FALSE : FOR Delay = 1 TO 1000 : NEXT Delay
PUT (40 ,40) ,ScrSavs,PSET
ERASE ScrSavS s COLOR 1,0 : EXIT SUB
END IF
IF X>53 AND X<216 AND Y>50 AND Y<62 THEN
LINE(Curs,52)-(Curs+7 ,60) ,0,bf
FOR Delay => 1 TO 50 : NEXT Delay
LINE(Curs,52)-iCurs+7 ,60) ,2,bf
WHILE INKEYSO"" : WEND
GOTO Loop
END IF
END IF
GOTO AccessLoop
Loop: ' We do this until CANCEL, OK or Carriage Return
CS-INKEYS s I=MOUSE(0> : X=HOUSE(l) : Y=MOUSE(2)
IF I O 0 THEN
WHILE IOO :I=MOUSE{0) :X=MOUSEU) :Y=*MOUSE(2) : WEND
Y=Y-1 ' This is due to a difference in MOUSE (2) and the
' actual Mouse location
IF X>150 AND X<220 AND Y>74 AND Y<86 THEN 'CANCEL
CALL SetDrMdS <RpS, 2) : LINE (151 ,75) -(219,85) ,0 ,bf
CALL SetDrMdS (RpS,l)
Okay ■ FALSE : FOR Delay » 1 TO 1000 : NEXT Delay
PUT(40,40) , ScrSavS, PSET
ERASE ScrSavS : COLOR 1,0 : EXIT SUB
END IF
■Main Requester box
■outline for main Requester
■secondary outline for box
"OK button box
"OK outline
■CANCEL button box
■CANCEL outline
'Position for printing OK
'print it
'Position for CANCEL button
'print it
Print the pseudo-cursor
IF X>50 AND X<72 AND Y>74 AND Y<86 AND
LEN (FileNameS) >0 THEN ' Check for OK and length of file
CALL SetDrMdS (RpS, 2 J : LINE (51 ,75) -(71,85) ,0 ,bf
CALL SetDrMdS (RpS, 1)
FOR Delay = 1 TO 1000 : NEXT Delay
Okay - TRUE : fExist = TRUE
PUT (40,40) ,ScrSaVS,PSET
ERASE ScrSavS : COLOR 1,0 : EXIT SUB
END IF
END IF
IF CS ■ "" THEN GOTO Loop
IF LEN (FileNameS) » 0 THEN IF
C5<"A" AND ASC(CS) <> 13 GOTO Loop
' Don't allow non-Alpha characters as first character
IF ASC(CS) = 13 THEN
Okay - TRUE : fExist - TRUE
PUT (40 ,40) ,ScrSavs,PSET
ERASE ScrSavS i COLOR 1,0 : EXIT SUB
END IF
IF ASC(CS) o 8 THEN
' Capture the Backspace and fix display and filename
FileNameS - LEFTS(FileNameS,LEN(FileNameS)-l)
LINE(Curs,52)-(Curs+7,60) ,1 ,bf
Curs - Cure-8 : LINE<Curs,52) -(Curs+7 ,60) ,2 ,bf
GOTO Loop
END IF
IP LEN (FileNameS) = 19 THEN BEEP : GOTO Loop
IF ASC(CS) ■ 8 THEN Loop
IF CS<" " OR <CS>"Z" AND CS<"a") OR CS>"z" GOTO Loop
FileNameS = FileNameS + CS
LINE (Curs, 52) -(Curs+7 ,60) ,1 ,bf
COLOR 0,1 : CALL Moves (Rp£,0 ,59) : PRINT PTAB (Curs) jCSj
Curs - Curs + 8 : LINE(Curs,52) -(Curs+7 ,60) ,2 ,bf
GOTO Loop
END SUB
SUB YNRequester STATIC
SHARED RpS, TRUE, FALSE, Prompts, Prompt 2 S, MS, S»,
fSpk, Okay, fExist
Sizes ■ FNArraySizes\2 'reserve memory for the GET
DIM ScrSavS (Sizes) 'the actual array to hold the bitmap
GET(40,40)-(230,90) ,ScrSav& 'defines a rectangle and
LINE(40,40)-(230,90) ,2,bf
LINE(40,40)-(230,9B) ,0,b
LINE<44,42)-(226 ,88) ,0,b
LINE(50,74)-(72,86) ,3,bf
LINE(50,74>-(72,86) ,0 ,b
LINE(150,74)-(220,86) ,3 ,bf
LINE(150,74)-(220,86) ,0,b
CALL Moves (RpS, 53 ,83)
COLOR 0,3 : PRINT "OK"
CALL MoveS(RpS,160,83)
COLOR 0,3 : PRINT "CANCEL"
CALL Moves (RpS, 54, 52)
COLOR 0,2 : PRINT prompts
CALL MoveS(RpS,54,62)
COLOR 1,2 : PRINT Prompt2S
IF fSpk THEN SAY TRANSLATES (MS)
■ remembers it as
'Main Requester box
'outline for main Requester
'secondary outline for main
'OK button box
'OK outline
'CANCEL button box
'CANCEL outline
'Position for printing OK
■print it
■Position for CANCEL button
■print it
'Position for first text
'print it
'Position for second text
'print it
GetButton2s
' This waits for a mouse click (left mouse button)
I = MOUSE (0) : X - MOUSE(l) : Y = MOUSE(2)
IF I <> 0 THEN
WHILE IOO
I - MOUSE(O) i X = MOUSE (1) : Y - MOUSE (2) : Y = Y-l
WEND
Cancel: ' Check to see if the CANCEL button is selected
IF X>150 AND X<220 AND Y>74 AND Y<86 THEN
CALL SetDrMdS (RpS, 2) ' COMPLIMENT CANCEL button
LINE(151,7S)-(219,85) ,0,bf
CALL SetDrMdS(Rps,l)
FOR Delay » 1 TO 1000 s NEXT Delay 'Let user SEE
' his/her choice
PUT (40 ,4 0) ,ScrSavs,PSET
ERASE ScrSavs
Okay ■ FALSE
COLOR 1,0
EXIT SUB
END IF
Ok: ' Check to see if the OK button is selected
IF X>50 AND X<72 AND Y>74 AND Y<86 THEN
CALL SetDrMdS (RpS, 2) ' COMPLIMENT the OK button
LINE(51,75)-(71,8S) ,0,bf
CALL SetDrMdS(Rp*,l)
FOR Delay - 1 TO 1000 : NEXT Delay ' Let user SEE
' his/her choice
PUT(40,40) , ScrSavS, PSET
Okay = TRUE
Replace old screen display
Erase the Array
Indicates CANCEL selected
ERASE ScrSavs
COLOR 1 ,0
EXIT SUB
END IF
END IF
GOTO GetButton2 '
END SUB
Replace old screen display
Erase the Array
Indicates OK was selected
Until a button is selected
END
COMMODORE MAGAZINE 107
Kids on Keyboards-
Continued from pg. 69
The author's wife
helps his son load
and control the
program the first
couple of times. In
short order, he was
able to handle all
the tasks by himself.
For young children
like to see games
that teach letters,
shapes and colors.
Some Final Thoughts
Until controlled studies com-
paring large groups of students
are done, the influence com-
puters have on a student's abil-
ity' to learn will be educated
speculation. What has been ob-
served is that computers
matched with the right soft-
ware can stimulate a child to
think logically, reinforce then-
problem solving skills, and bet-
ter use the intelligence they
possess.
Like it or not, computers are
here to stay. We usually think
May Matthews,
Computer Specialist
for the Buncombe
County School
system, Asheville,
NC.
of keyboards and TV-like
screens when we think of com-
puters, but that is only one use
of microchips. Nearly every-
thing you touch has some sort
of microprocessor ticking away
inside.
Without a doubt, becoming
comfortable with computers is
very important, though the
machine on which the literacy
is acquired is less critical. Us-
ing a computer can be com-
pared to driving a car — all cars
and computers perform simi-
larly. The difference is some
have more options, more style,
more speed, more support, as
well as higher or lower price
tags, but they all do more or
less the same thing. Children
can learn all they need to know
about computers using the
PET, VIC 20, Plus/4, Commo-
dore 16, 64, 128, or the Amiga
500, 1000 or 2000.
Software for Students
Tf the child doesn't seem to
be interested in the computer,
it may be the software,* says
May Matthews, computer spe-
cialist for the Buncombe Coun-
ty school system. The parent
should check with friends or
the child's teacher for sugges-
tions for better software pack-
ages. It is the software that
makes the computer a tool that
can teach or serve,'
Because children learn fas-
ter when they enjoy their stud-
ies, locating stimulating soft-
ware is an important learning
concern. Here is a list of some
proven software packages. I
would, however, advise against
buying the same programs al-
ready in use in the schools.
Stocking your home with soft-
ware the child already uses at
school creates a stagnant
learning environment.
For a young child, games
that involve learning the al-
phabet and the computer's key-
board are suggested. Dozens of
good ones are on the market,
but my own son's favorite when
he was three was called / Love
My Alphabet from First Star
Software. For learning shapes
and colors, Springboard's Stick-
ers is excellent. Another alpha-
bet game is Spinnaker's Alplia-
bet Zoo. Just for fun explore
Bantam Software's Fantastic
Animals.
As a child moves into ele-
mentary school, word games
and problem-solving simula-
tions are good. There are hun-
dreds of good word games on
the market, but my daughter
enjoys Electronic Arts' Scrab-
ble and Sierra's WLztype. I've
seen two good introductory lev-
el word processors for the 64:
Word Shuttle by Commodore
and Kid Pro Quo by Softsync.
Both are designed for young
children, yet are amazingly
powerful and flexible. Most
educators think Spinnaker's In
Search of the Most A mazing
Thing a good choice. Electronic
Arts' Robot Rascals is a good
multiple-player problem-solv-
ing game my five year-old loves.
Young teenagers should en-
joy adventure/educational
games like Scholastic Wiz-
ware's Agent U.SA. Both of
Broderbund's games, Where in
the World Is Carmen San-
diego? and Where in the UJ5A.
Is Carmen Sandiego? are won-
derful games the child can en-
joy. As a writer, I like to see
children involved with creative
writing. Woodbury Software
has several programs pack-
aged under the Play Writer ti-
tle which allow children to
write, illustrate, publish and
bind their own books.
I've yet to see a
child pass up a
computer when it
was being used to
draw,
Activision's Alter Ego games
(both female and male ver-
sions) are good for sparking
children's interest in comput-
ers. They both work on a data
base-like information source
and are fun. Plus they help the
child face and explore real life
experiences and problems. An-
other Activision title called
Portal frees the child to explore
a future earth while on-line
with a simulated computer ter-
minal.
As soon as your child is re-
quired to write school papers, I
highly recommend Broder-
bund's Thinking Cap. It is an
outline processor that is perfect
for organizing thoughts logical-
ly. (I'm well beyond my teenage
years and I get a lot of help out
of this one too.)
When your child becomes in-
terested in music, few teachers
can help more than a well de-
signed music program. The
three I like are Electronic Arts'
Music Construction Set, Bro-
derbund's Music Shop and
Firebird's Advanced Music
System.
When the child gets to high
school, a good word processor is
a must. For the 64 1 suggest
Timeworks' Word Writer 3 (it
108 OCTOBER 1987
Kids on Keyboards
comes with the best spell check
Fve seen on any computer and
includes a Thesaurus). If your
child has a 128, 1 recommend
either Precision Software's Su-
per Script 128, Batteries In-
cluded's PaperClip II or Digital
Solutions' Pocket Writer 2.
Asa child moves
into elementary
school, word games
and problem-
solving simulations
are good.
If you just want to get the
child interested in a computer,
regardless of age, try a graph-
ics program. I've yet to see a
child pass up a computer when
it was being used to draw. I still
like City Software's Doodk,
which uses a joystick, but most
kids prefer a light pen. Pro-
grams that require a light pen
end up costing more since you
must buy a light pen along
with the software. There are
two good products on the 64
market: Progressive Peripher-
als & Software's Picasso's Re-
venge and Inkwell's Flexidraw.
If you have an Amiga, the kids
will love Electronic Arts' De-
luxe Paint II. Older children
will like its sister program
called Deluxe Print which
serves as a mini printing press.
Creative software like
Springboard's The Newsroom,
Broderbund's The Print Shop,
and Unison World's Print Mas-
ter, as well as Berkeley's GEOS
programs are great for getting
high school students interested
in computers. Those having ac-
cess to an Amiga should inves-
tigate New Horizon's ProWrite
word processor (with graphics)
and Gold Disk's Pagesetter
desktop publishing program.
All make it simple for the stu-
dent to release his or her indi-
vidual creative visions while
producing useful, professional
looking printouts.
When it comes to simulation
games, the Commodore sys-
tems are bursting with good
ones. Sublogic's Flight Simula-
tor II, MicroProse's AcroJet and
Gunship are all worth looking
into if you want a flight simu-
lator. MicroProse and Strategic
Simulations also market doz-
ens of historical war simula-
tions which not only stimulate
older children's thought pro-
cesses but teach a lot of history
using hands-on experience
during play.
If you are looking for good,
affordable software you should
also look into the treasures of
public domain software. The
advantage of public domain
software is not only that it is
free but that there are usually
programs (many designed by
teachers) which deal with spe-
cific subject matter. Because
most are written in BASIC,
your child (or you) can explore
the inner workings of a pro-
gram and learn a lot about the
way computers and program-
ming work by simple experi-
mentation.
The disadvantage of public
domain software is that most of
the early programs lacked
speed and their screen displays
and sound effects were bland
when compared with commer-
cially-produced software. That
is changing. Most magazines
carry ads listing distributors
which will duplicate disks
filled with such programs for
just a little more than the cost
of the disk and postage. Local
user's groups as well as your
child's teacher should be able
to either supply you with some
software or direct you to a
source.
Other sources of educational
software are commercially
maintained computer net-
works like CompuServe and Q-
Link. Both maintain huge li-
braries of public domain soft-
ware, much of which is educa-
tional. (The last catalog I
received from Q-Link listed
nearly 5,000 titles.) From a
network, each file (program)
will cost you only the connec-
tion time it takes to download
it to your system. 3 I
j~* THE 1 SHOW
Commodore
Saturday & Sunday
October 3 & 4, 1987
10 a.m.-6p.m.
THE DISNEYLAND HOTEL
ANAHEIM, CALIFORNIA
I EXHIBITS, EVENTS
AND DOOR PRIZES
I NATIONALLY KNOWN
COMMODORE
SPEAKERS
I SHOW SPECIALS
AND DISCOUNTS
I SEE THE LATEST
INNOVATIONS IN
HARDWARE AND
SOFTWARE
TECHNOLOGY
The Commodore Show
Is the only West Coast
exhibition and confer-
ence focusing exclu-
sively on the AMIGA,
Commodore 128 and
64, and PC 10 market-
place. Enjoy the Magi-
cal Kingdom of Disney
along with thousands
of Commodore Users.
COMMODORE SHOW
ADMISSION s10
DISCOUNT ON DISNEYLAND TICKETS
AVAILABLE
For More Information or to Reserve Exhibit Space, Contact
MBK PRODUCTIONS
[l P.O. BOX 1 8906, SAN JOSE, CA 95156
(408) 978-7927-800-722-7927-IN CA 800-252-7927
1541/1571 Drive Alignment
1541/1571 Drive Alignment reports the alignment condition of
the disk drive as you perform adjustments. On screen help is
available while the program is running. Includes features for speed
adjustment and stop adjustment. Complete instruction manual on
aligning both 1541 and 1571 drives. Even includes instructions on
how to load alignment program when nothing else will load! Works
on the C64, SX64, C128 in 64 or 128 mode, 1541, 1571 in either 1541
or 1571 mode! Autoboots to all modes. Second disk drive fully
supported. Program disk, calibration disk and instruction manual
only $34.95!
Super Disk Utilities
Super Dlik Utllltlsi is the ultimate utilities disk for the 1571 disk
drive and C12S computer. An 80 column monitor Is required. SDU
will copy whole disks (with 1 or 2 drives), perform many CP/M and
MS-DOS utility functions, edit any track or sector, trace files, copy
files, rename a disk, rename a file, change disk format (without
affecting data), scratch or unscratch files, lock or unlock files,
erase a track or a whole disk, create auto-boot,
assemblB/disassemble drive RAM or ROM, analyze disk format,
format in MFM, CPM-, 1541, or 1571 format, reads CPM^
directories, contains a 1571 drive monitor, fully supports a second
1571 drive, performs direct DOS commands and much, much
morel Options window displays all choices available at any given
time. Many utiflties also work on the 1541 drive. No need for
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Immediate shipping! Illinois residents add 8% sales tax. Order
from:
Free Spirit Software, Inc.
538 S. Edgewood
La Grange, IL 60525
(312) 352-7323
COMMODORE MAGAZINE 109
COMPUTER TUTOR'
Sound Synthesizer
for the Commodore 64 and 128
Designing sound effects for the Commodore 64 can be a te-
dious job. Numerous pokes to the Sound Interface Device
(SID) chip are required to make even the simplest of sounds.
Keeping track of the frequency, waveshape and ADSR (attack,
decay, sustain and release I parameters can be confusing. This is
particularly true when you consider that sound is so subtle that
even a minute change in even one parameter can have a drastic
effect on the output.
Sound Synthesizer will help you design your own sound ef-
fects. It allows you to gently fine-tune the characteristics of the
sound to get the exact audio output you want. It allows you to
save the sounds to a tape or disk for future use. But perhaps best
of all, at the touch of a key, the screen will display the BASIC
commands needed to let you reproduce the sound effect in your
own programs.
Because the SID chip and its register addresses are the same
for both the 64 and the 128, this program will work equally well
with both computers, However, 128 users should add the follow-
ing line to the program: 45 FORI = 1T02:FORJ = 1T08STEP2:
K= K + 1:KEYJ,CHR$(132 + K): NEXT:NEXT. If the program
is intended to be inn on the 128 in its 80-column mode, replace
line 40 with 40 FAST:SF = 130. For the 128 in 40-column mode
replace the line with 40 SF = 63.
How to Use the Program
After typing in the program listing (and saving a copy to disk
or tape), run the program. The left side of the screen shows the
parameters of the sound, labeled from one to nine and from A to
E. To alter any characteristic, hit the key for that particular
para-meter. For example, if you want to change the frequency of
sound, hit 2. A flag will be displayed showing which parameter
you have accessed. Next, use the cursor up and cursor down
keys to adjust the value of that parameter. When the value is
set at the desired point, hit RETURN. You may then adjust oth-
er parameters or hear the sound you have designed by hitting
PL
Once you have the sound you want, you can save the sound to
tape or disk by hitting F2. You will then be prompted for the
filename — be sure it is no longer than 16 characters.
F3 lists at the bottom half of the screen the BASIC commands
needed to recreate the sound. Simply insert these commands as
lines in your program in the place in which you want the sound
to be heard.
To load previously played sounds, press F4. The computer will
then read the disk or tape and change the displayed parameters
to the saved sound's values.
F5 simply resets the program to its initial values. The preset
sound is the sound of a flute played at note A, fourth octave. F6
allows you to exit the program.
The Physics of Sound
The creation of even a simple sound is actually quite complex.
This section deals with each parameter and how its influence af-
fects the final output.
Volume (parameter 1 1 is set between 0 and 15. The higher the
by James R. Schwartz
Not only design your own sound effects, but
reproduce them in your programs.
number, the louder the sound. Note: If the volume is set at 0, no
sound will be heard.
Frequency (parameter 21 determines the pitch of the sound.
The range of values you can specify is between 0 and 3990 hertz
(cycles per second). The higher frequency you specify, the higher
the pitch. Again, if set to 0, no sound will be heard.
Duration (parameter 3> refers to the length of time the sound
will be played. You may specify any range between 0 and 10 sec-
onds in increments of one-tenth of a second.
The ADSR (attack, decay, sustain and release) registers (pa-
rameters 4 through 7) play an important role in the formation of
a sound. Attack refers to the rate at which a sound reaches its
highest volume. Decay is the rate at which the sound's volume
decreases from its peak to its median level. Sustain is the
sound's median level. And release is the gradual dissipation of
the sound from its median level to silence.
To see how the ADSR para-
meters come into play, look
at Figure 1. This shows the
graphic representation of the
ADSR characteristics of the
sound of a flute. Notice the
long attack, during which
the breath brings the note to
its peak volume. The decay
and release are the duration
Figure 1 0f ^ note itself. And the re-
lease, which in this case is non-existent, shows how the sound
immediately ends once the note is stopped.
Now compare this to Figure
2, the graph of the sound of
the crack of a bull whip. Here
there is no attack; the sound
is immediately at full vol-
ume. Similarly, the decay and
sustain are at a minimum.
The slight release shows the
shallow echo of the crack.
Figure 3 shows how increas-
Figure 2 ing the release dramatically
changes the sound. The long release rate represents the echo of
a gun report. Other than the release, the ADSR parameters
here are identical to that of Figure 2.
When you are trying to create your own sound effect, try to vi-
sualize the sound as in the graphs. Does it have an explosive be-
ginning, like cannon fire or a drum beat? If so, then decrease the
WAVEFORM: NOISE
tslil
110 OCTOBER 1987
Computer Tutor/Sound Synthesizer
attack rate. Does the sound
linger at its midrange value,
like an organ? If it does, then
adjust the decay and sustain
parameters accordingly
And if the sound lingers and
dwindles to silence, like a bell
lengthen the release rate.
For the ADSR parameters,
remember that the higher the
number, the longer the time
Figure 3 that porti on of the sound is
played. The lower the number, the quicker the rate of change.
The range of values for these four registers is from 0 to 15.
The next five parameters are for advanced sound programmers.
Low pass filter (parameter 8) allows sound below the filter fre-
quency (B) to pass undiminished. The band pass filter atenuates
sounds slightly above and below the filter frequency. And the high
pass filter allows the higher frequencies to pass unscathed. One.
Before typing this program, read "How to Enter Programs" and "How to Isr the Magazine
Kntry Program " The BASIC programs in this magazine are available ml disk from Loadstar.
P.O. Box 30007, Shreveport, LA 711300007, l-800'831-269i
Sound Synthesizer
20
30
40
50
55
60
70
30
***INITIALIZE***'BQYC
53281, ll:POKE 646,1
REM
POKE
:POKE 53280, ll'DXLF
SF=90'BEEB
DNS = " [HOME,DOWN16] " : RTS = " [ RIGHT19]
'"CHDH
FS(0)="OFF" :FS (1)=" ON"'CLSL
E$="[SPACE37] ":SS=" "'CFLJ
DIM P(14) ,A(14) ,X(14) :FOR 1=1 TO U
:READ X:NEXT'GAXL
FOR 1=1 TO 14:READ P(I):NEXT
:FOR 1=1 TO 14:READ A ( I ) : NEXT ' KVAO
FOR 1=1 TO 4:READ WFS ( I ) : NEXT ' FLRO
85
90 PRINT" [CLEAR] 1 VOLUME"' BARI
100 PRINT"2 FREQUENCY [SPACE12] HZ"
:PRINT"3 DURATION [SPACE13]
SEC'CBVG
110 PRINT'M ATTACK" :PRINT"5 SUSTAIN
[SPACE13,SHFT U,SHFT *15,SHFT I]
" 'CBUQ
120 PRINT"6 DECAY [SPACE15 ,SHFT -,
SPACE15,SHFT -]"'BAOE
130 PRINT"7 RELEASE [ SPACE13 , SHFT -]
Fl HEAR SOUND [SHFT -]"'BAAI
140 PRINT"8 LOW PASS FLTR[SPACE7,
SHFT -1 F2 SAVE SOUND [SHFT -]
"'BATJ
150 PRINT"9
SHFT -]
SHFT -]
160 PRINT"A
SHFT -]
" ' BAAM
170 PRINT"B FLTR FREQ [ SPACE11 , SHFT -]
F5 RESTART [SPACE4, SHFT -]"'BAPM
180 PRINT"C RESONANCE[SPACEll,SHFT -]
F6 END [SPACE8, SHFT -]"'BAMM
190 PRINT"D WAVEFORM [SPACE12, SHFT J,
SHFT *15,SHFT K]"'BAKV
200 PRINT"E PULSE WIDTH [SPACES] %"' BAMB
BAND PASS FLTR[SPACE6,
F3 LIST LINE[SPACE2,
1 ' BAWK
HIGH PASS FLTR[SPACE6,
F4 LOAD SOUND [SHFT -]
two, three, or none of the filters can be activated at once. The filters
can be toggled on and off by use of the cursor keys. Resonance (C)
can only be used when at least one of the filters is turned on. It de-
termines the clearness of the sound. Once again, the range you
may choose from is from 1 to 15. The higher the number, the sharp-
er the sound.
Waveform (D) is an extremely important parameter. There
are four different waveforms to choose from: triangle, sawtooth,
pulse and noise. Triangle waves produce a soft, mellow sound,
but somewhat hollow due to its lack of treble. Sawtooth waves
sound tinny, and pulse waves have a wide variety of tonal quali-
ties. The pulse waveform can also be changed by varying the
pulse width (E). The noise waveform is especially good for the
sound of explosions and rocket engines, as well as for percussion.
As you can see, the design and generation of sounds is very
complex. Perhaps the easiest way to learn is just to experiment
with the different parameters. Sound Synthesizer makes such
experiment-ing easy and fun. And it can help you use your SID
chip to its full potential. a
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
REM ***START/RESTART***'BTIC
GOSUB 1200'BEEY
FOR 1=54272 TO 54294:POKE I,0:NEXT
:RESTORE:FOR 1=1 TO 14:READ X(I)
:NEXT'LDFL
FOR X=l TO 15'DEWC
ON X GOSUB 1120,1130,1150,1120,
1120,1120,1120,1180,1180,1180,
1130,1120'CKKN
IF X>12 THEN ON X-12 GOSUB 1190,
1130 'GPVI
NEXT: FOR X=l TO 15'EFEG
ON X GOSUB 610,630,1100,650,660,
650,660,610,610,610,670,620,1100,
690'CIIQ
NEXT'BAEF
REM ***KEY SCAN***'BNCA
GET AS:IF
A=ASC(A$) !
AS=""THEN 310'
IF
IF
IF
IF
IF
IF
IF
THEN
THEN
THEN
THEN
THEN
A=133
870'
950'
750'
210'
END'
THEN
DHTD
DHTE
DHNF
DHFG
EEPH
EI DC
710'FNCE
THEN X=VAL(A$)
THEN X=A-55
A = 137
A=138
A=134
A=135
A=139
A>48 AND A<58
:GOTO 410'IPYN
IF A>64 AND A<71
:GOTO 410'IOFO
GOTO 310'BDDY
REM ***CHANGE PARAMETERS ***' BWLF
PRINT LEFTS (DNS, X) "[RIGHT, SHFT Q]
'"CHSD
GET A$:IF A$=""THEN 430'EIGF
A=ASC(A$):IF A=13 THEN PRINT
LEFT$(DNS,X) "[RIGHT] ";GOSUB 1200
:GOTO 590'JATN
IF A=145 THEN 480'DHPG
IF A=17 THEN 510'DGJH
GOTO 430'BDGG
IF X(X) >=A(X)THEN 430'ELXL
IF X=2 OR X=ll THEN X(X)=X(X)+10
:GOTO 540'ITOQ
X(X)=X(X)+l:GOTO 540'DNJD
IF X(X)=0 THEN 430'DIVD
COMMODORE MAGAZINE 111
Computer Tutor/Sound Synthesizer
520 IF X=2 OR X=ll THEN X(X)=X(X)-10
:GOTO 540' ITPK
530 X(X)=X(X)-1'CJSF
540 IF X=l OR(X>=4 AND X<=7)OR X=12
THEN GOSUB 1120:GOTO 430'NTYP
550 IF X=2 OR X=ll OR X=14 THEN GOSUB
1130:GOTO 430'JQJN
560 IF X=3 THEN GOSUB 1150
:GOTO 430'FKDK
570 IF X>7 AND X<11 THEN GOSUB 1180
:GOTO 430'HNMN
580 GOSUB 1190:GOTO 430'CICJ
590 ON X GOSUB 610,630,1100,650,660,
6 50,660,610,610,610,670,620,1100,
690'CIIU
600 GOTO 300'BDCB
610 POKE 54296, X(l)+X(8)*16+X(9)*32+X
(10)*64'HEVL
620 POKE 54295, X (8) + (X (9) *2) + (X (10) *4)
+ (X(12) *16) : RETURN' I KVO
6 30 FO=X(2)/0.06097:HB=INT(FO/256)
: LB=INT (FO- (256*HB) ) ' JMNR
640 POKE 54272, LB:POKE 54273, HB
: RETURN' DSS J
650 POKE 54277, X(4)*16+X(6)
: RETURN 'ERNL
660 POKE 54278, X(5)*16+X(7)
; RETURN' ERQM
670 H2=INT(X(ll)/8) : L2=INT (X (11 ) -
(8*H2) ) 'HAVQ
680 POKE 54293, L2 : POKE 54294, H2
: RETURN' DSRN
690 PW%=X(14)*40.95:H3=INT(PW%/256)
:L3=INT(PW%- (256*H3) ) ' JOIX
700 POKE 54274, L3:POKE 54275, H3
: RETURN 'DSRG
710 REM ***HEAR SOUND*** ' BPBG
720 DV=X(3)*SF'CIIG
730 POKE 54276, 2* (X (13) +3) +1 ' EQRJ
740 FOR 1=1 TO DV:NEXT:POKE 54276,0
:GOTO 300'GRYM
750 REM ***LIST LINE***'BONJ
760 GOSUB 1200 'BEEI
770 PRINT DNS"POKE54272,
"MIDS{STR$(LB) ,2) " :POKE54273,
"MID$(STR$ (HB) ,2) ' FTTU
780 PRINT"POKE54274,"MIDS(STRS (L3) ,2) "
:POKE54275,"MID$ (STR$(H3) ,2) ' FQRU
790 PRINT"POKE54277,"MID$(STR$(X(4)
*16+X(6) ) ,2) ; 'FRWT
800 PRINT":POKE54278,"MID$ (STR$ (X (5)
*16+X(7) ) ,2) "FQAL
810 PRINT"POKE54 293,"MID$(STR$(L2) ,2) "
:POKE54294,"MID$(STR$ (H2) ,2) 'FQRO
820 PRINT"POKE54296,"; 'BBQH
830 PRINT MID$(STRS(X(1)+X(8) *16+X{9)
*32+X(10)*64) ,2) ; ' JFOR
840 PRINT":POKE5429 5,"MID$(STRS(X(8)+
(X(9)*2) + (X(10)*4) + (X(12)*16)),
2) ' JJGV
850 PRINT"POKE54276,"MID$(STR$(2~(X
(13)+3)+l) ,2) 'GQMQ
860 PRINT"FORI=lTO"MID$ (STR$ (DV) ,2) "
: NEXT: POKE 5 4 27 6,0": GOTO 300'EMHT
870 REM ***SAVE SOUND***'BPQN
880 GOSUB 1030: IF D$="T"THEN 910'EKWO
890 OPEN 8,DN,8,"0:"+NMS + "S,W,"DKYQ
900 GOTO 920'BDKE
910 OPEN 1,1,1,NM$'BJQG
920 FOR 1=1 TO 14:PRINT#DN,X(I)
:IF ST=0 THEN NEXT'IQYN
930 IF D$="D"THEN GOSUB 1110' EGYJ
940 CLOSE DN:FOR 1=1 TO 1000:NEXT
:GOSQB 1200:GOTO 310'HTBP
950 REM ***LOAD SOUND*** ' BPBM
960 GOSUB 1030: IF D$="T"THEN 990'EKFN
970 OPEN 8,DN,8,NM$+"S,R",CKWO
980 GOTO 1000'BEXM
990 OPEN 1,1,0,NM$'BJPO
1000 FOR 1=1 TO 14:INPUT#DN,X(I)
:IF ST=0 THEN NEXT'IQEB
1010 IF D$="D"THEN GOSUB 1110 'EGYW
1020 CLOSE DN:FOR 1=1 TO 1000:NEXT
:GOSUB 1200:GOTO 240'HTDD
1030 GOSUB 1200:PRINT DNS
: INPUT" (D) ISK OR (T)APE[SPACE2]
D [LEFT4] ";D$'DMLH
1040 IF D$="T"THEN DN=l:GOTO 1080 'FKLC
1050 IF D$<>"D"THEN 1030'EGHC
1060 INPUT"DEVICE #[SPACE2]8 [LEFT4]";
ND$:DN=VAL(NDS) 'DMCI
1070 IF DN<8 OR DN>11 THEN PRINT" [UP2]
":GOTO 1060 'HMYI
1080 INPUT"FILE NAME";NM$'BEGE
1090 IF LEN(NMS)<1 OR LEN(NMS)>16
THEN PRINT" [UP2] ":GOTO 1080' JSEM
1100 RETURN' BAQT
1110 OPEN 15,8,15:INPUT#15,AS,B$,C$,DS
:PRINT A$S$BSSSC$SSDS:CLOSE 15
: RETURN' FQQG
1120 PRINT LEFTS (DN$ , X) LEFTS ( RTS ,
P(X) ) RIGHTS (" [SPACE2]
"+MIDS (STRS (X(X) ) ,2) ,2) ' HGDH
1125 RETURN'BAQB
1130 PRINT LEFTS(DN$,X)LEFTS (RTS,
P(X) ) ; 'DSVD
1140 PRINT RIGHT$(" [SPACE4]
"+MID$(STRS(X(X) ) ,2) ,4)
: RETURN ' GPWF
1150 JM$=MIDS (STRS (X (3) ) ,2)
: JM$=LEFT$(JM$,LEN (JMS)-l)
+" . "+RIGHT$ ( JM$, 1) ' KLVN
1160 PRINT LEFTS(DN$,3)LEFTS(RTS,
18) RIGHTS { " [SPACE2] "+JM$,4) ' FWS I
1170 DV=VAL(JM$)*1E3:RETURN'ELHG
1180 PRINT LEFT$ (DN$,X) LEFTS (RTS,
17) F$ (X(X) ) : RETURN" EYF J
1190 PRINT LEFT$(DNS,13)LEFTS (RTS,
15)WFS(X(X)) :RETURN'EBVL
1200 PRINT DNS" [UP] ":FOR 1=1 TO 7
:PRINT E$:NEXT:RETURN'HMXC
1210 DATA 12,440,30,9,4,4,0,0,0,0,400,
0,1,50'BJPC
1220 DATA 18,16,18,18,18,18,18,17,17,
17,16,18, 15, 16'BQMF
1230 DATA 15,3990,100,15,15,15,15,1,1,
1,2040,15,5,100'BSRG
1240 DATA" [SPACE2JTRI"," [S PACE2] S AW" ,
PULSE, NOISE'BNJF
END
112 OCTOBER 1987
COMPUTER TUTOR"
by Paul Higginbottom
C Tutorial
Part 7
At the end of the last article I asked you to modify the skip-
whitespace program to count the number of words typed on
a line and print that number.
Here's the original program again.
/« make che line buffet global to avoid lots of parameter passing •/
char linebuffer 180] i
mainO
extern void skipwhitespace O j /» this doesn't return anything */
lnt indexi
gets (linebuffer) i /* input a line of text */
index - 0) t* start at the beginning */
skipwhitespace (sindex) ) /* skip over any white apace */
printf (•%a\n"( ilinebuf fer [index]) j
/* print text beyond white apace */
1
void skipwhitespace (iptr!
lnt *lptr>
while llineouffert'iptr] 1- '\0') < /* while not at end of string */
awitctadinebuffer [«lptr]> <
case '\t"! /* skip these... •/
caae 'Nn's
caae ■ ' s
break}
default! /• must have found something which isn't white space •/
return; /* exit stage left... •/
>
++(*iptr)j /* advance index */
)
The skipwhitespace function can now be left alone, because
we know what it does and need not concern ourselves with it
anymore. This is the nice thing about modular prograrnming. If
a function does what you want, you can forget about it, confident
that it has become a "trusted function". That is not to say you
might not have to modify it in the future if you wish to enhance
its capabilities. Modular programming, however, does let you
concentrate on the "bigger picture".
Our concern then, is with the main function. It must now re-
peatedly call skipwhitespace and a new function skipword incre-
menting a counter after each time through, and breaking out of
the loop once the end of the line is reached.
The modified program looks like:
/* make the line buffer global to avoid lota of parameter passing */
char linebuf fer I BO I ;
■ ain<!
(
extern void skipwhitespace [] j
extern void skipwordO)
int index r
int wordcount!
geta (linebuffer >i /* input a line of text V
index - 0! /* start at the beginning V
wordcount ■ Oj
while (linebuf fer [index] I- '\u'> [
/* while we haven' t reached the end */
skipwhitespace liindex) t f* skip over any white apace */'
If (linebuffer [index] t- '\0') { /» if we're not now at the end •/
++wordcountj /* there muBt be a word here */
skipwordltindexl i
)
)
/« print an appropriate message depending on how many wordB found */
■wlcch(wordeount) {
case 0 i
printf ('No words entered. \n"] i
br eak j
case li
printfCl word entered. \n") j
breakr
default* /* must be multiple words */
printf l"»d words entered. \n", wordcount)!
break)
)
)
void akipwhiteapace iiptr)
int *iptrj
while (linebuffer [*iptr] 1- '\0'J I f* while not at end of string •/
awitch(linebu£fer(*iptrl) (
case '\t'i /• skip these... •/
caae 'Vn'i
case ' ' :
breaki
def aulti /* must have found something which isn' t white apace */
return) /* exit stage left... */
)
++(*iptr)) /* advance index V
J
1
void skipword(ipti)
lnt *ipto
while (linebuffer [*iptr] I- '\Q') < f* while not at end of string •/
aviteh (linebuffer [*iptr]) (
case '\t'! /* skip these... */
case ' \n ' :
caae ' ' i
return!
default!
breaki
)
++("iptr)i /* advance index */
Note how the skipword ( ) function is simply the opposite of
the skipwhitespace ( ) function (which is, after all, what we
want) in that it returns upon finding white space or reaching the
end of the string, and continues otherwise.
One way to improve this program is to use character pointers
into our line of text, instead of the current array and subscript.
In order for the functions skipwhitespace ( ) and skipword ( ) to
inform main ( ) of where they reached, they will be passed the
current text (char) pointer into the line, and they will return the
new value.
For example:
/* make the line buffer global to avoid lots of parameter passing V
char 1 inebuf f er [80] j
main!)
{
extern char ^skipwhitespace (] !
extern char *Bkipwordi)!
char *bufptrj
int wordcount)
getadinebuf fer)j /* input a line of text */
bufptr » linebuffer] /" start at che beginning */
wordcount - 0/
while ('bufptr 1- '\0') [ /* while we haven't reached the end */
bufptr - Bkipwhitespace (bufptr )i /« akip over any white apace */
if <*bufptr I- '\0'l [ /* if we're not now at the end */
4+wordcount! /* there must be a word here */
bufptr - akipwordtbufptr))
)
/* print an appropriate message depending on how many words found V
COMMODORE MAGAZINE 113
Computer Tutor/C Tutorial, Part 7-
swiech(wordcount) i
case Oi
printf ("No words entered. \n") ;
break;
case 1:
printf(-l word entered. \n") ;
break;
default: /* must be multiple words */
printff%d words entered. \n", wordcount! ;
break;
J
}
char *skipwhiteapace (buf ptr]
char *bufptr;
(
while {»bufptr 1« ^D'J i I* while not at end of string */
switch I *buf ptr I {
case '\t'-. /' skip these... */
case ■ \n':
case J ' i
break;
defaulti /* must have found something which isn't white space ■/
return (buf ptr ) ; /* exit stage left... V
}
++bufptr; /* advance index */
)
returnlbufptr) j
)
char *skipwcrd (buf ptr J
char *bu£ptr;
I
while Cbufptr !■ '\0') I /* while not at end of seeing */
switch (»buf ptr) <
case '\t'i /* skip these... */
ca se ' \n ' :
case ' ' t
returnlbufptr) ;
default:
break;
)
++bufptr; /* advance index */
)
returnlbufptr) ;
1
Now you have seen how functions can return values or point-
ers, and how pointers can be manipulated which is particularly
useful for examining or changing arrays. Now it is time to leam
of possibly the most important (in my opinion) variable type in
C: The structure. A structure variable is one which contains one
or more variables allowing them to be manipulated as a group.
A structure is denned by the programmer, and as such, can
group together variables of any kind, including other structures!
Rather than confuse you further with more explanations, let's
look at an example structure definition. Since structures are
program-defined, they must be defined first, and then variables
of that type are created. For example:
struct Record (
char FirBtNamelluJ j
char LaatName[301 ;
char Telephone 120];
int Age j
)>
The example defines a structure type called Record. A Record
contains 3 character arrays and one integer. Note that we have
not created any variables at this point, we have simply defined
the Record structure. Having defined a structure, we can create
variables of this type. For example:
struct Record Temp;
This creates a variable called Temp, which instead of holding
a single value like an integer, or a character, or a pointer, it con-
tains all of the variables that were specified in the structure
definition. To access each of the variables within the structure,
we use the variable name and the name of the variable inside
the structure, separated by a period. Therefore, if we wish to get
the Age variable from within the Record structure Temp, we
use:
Temp.Age;
To print out the name in Temp we could use the following
code:
printfT%s %s\n", Temp.FirstName, Temp.LastName);
This would print out the first and last name variables within
the Temp structure variable, separated by a space. Note how-
ever, that in simply declaring the variable Temp, the variables
within it will not contain any meaningful information, so until
they have been "filled in" with some values, it would be useless
to print out the contents.
So what use are structures? They allow the programmer to
create variables types which contain information, which is easi-
er to manipulate if kept together as one unit. For example, if we
were writing a database which allowed the user to open multiple
files of records simultaneously, the variables which might de-
scribe the state and type of each database file in use could be put
in a structure:
struct Pile (
int Records;
int Currentj
int Fields,
/» etc. */
))
/• total number of records in the file. */
/* current record being examined. */
/* number of fields per record */
By putting variables associated with each open file in a single
variable block, it allows easier reference of the variables, rather
than having to create a unique set of variable names for each
open file. For example, let's suppose the database allowed a
maximum of two files, A and B, to be open simultaneously.
Without structures, we would probably have defined a set of var-
iables for each open file, i.e.:
int A_
int A_
int A_
/* etc. */
.Records; /* total number of records in the A file. */
.Current; /" current record being examined in the A file. */
.Fields; /* number of fields per record in file A, V
!. */
int B_Records; /* total number of records in the B
int B_Current; /* current record being examined in
Int B_FleldS; /■ number of fields per record in fil
/• etc. */
the B file. */
the B file.
This is ugly and tedious. Using the structure definition, we can
use:
struct File A, B;
To reference the equivalent of B_Records, for example, we now
use:
B.Records; /* hardly worse than B_Records! */
To make this idea more extreme, let's now suppose the data-
base allowed up to 10 files to be open simultaneously. SURELY
YOU WOULDNT WANT TO TYPE:
114 OCTOBER 1987
Computer Tutor/C Tutorial, Part 7*
int A_Recordej f* tocal number of records in the A file. •/
int A_Currentj /* current record being examined in the A file. */
int *_Fieldsi t* number of fields per record in file A. */
/• etc. •/
int B_RecordBr /* total number of records in the B file. */
int B~Current> /* current record being examined in the B file. */
int B'Fieldsi /■ number of fields per record in file 8. •/
/« etc. */
(lots of article space omitted!)
int I_Recordsj /• total number of records in the I file. •/
int I_Currentr f* current record being examined in the 1 file. */
int I~Fleld»j /* number of fields per record in file I. */
/' etc. •/
int J^Recordsr /* total number of records in the J file. V
int oTcurrent; /* current record being examined in the J file. */
int J_r~ieldsr /" number of fields per record in file J. •/
/* etc. •/
Even using structures, we probably wouldn't use:
struct File A. B, C, D, E, F, G, H, I, J;
Structures like other variables can be grouped in an array. So in
this example, we would probably use:
struct File Files [10];
The syntax for referring to elements within a structure within
an array are consistent <and should be obvious), for example:
Files[2],Age;
The above example extracts the Age variable from the third
(not second, remember arrays start at element ZERO) File
structure in the Files array. Now comes the logical next step. . .
POINTERS to structures! Example:
struct File ^CurrentFile; I* points to the current database file */
The variable CurrentFile is a pointer to a structure of type
File. It can be initialized to an element in the array by assigning
it with the address of that element. For example:
CurrentFile = &Files[2]; /* point to the third file */
I've ommitted one detail — how does one access variables
within a structure using a pointer to it? Well, let's think back to
pointers to 'normal' kinds of variables. For example:
int •Intptrt
int Somelntegerr
IntPtr ■ SSomelnteger ; /* point our pointer to the integer value •/
printf C»d\n", *IntPtc>[ /* that's the ticketl Kyeah, use the '*' */
Going back to CurrentFile then:
*CurrentFile.Age;
This would seem to be the correct syntax for accessing the Age
variable from the structure which CurrentFile points to. Alas, it
isn't. What the above means is:
'Get what CurrentFileAge points to*,
and not (what we want):
"Get what CurrentFile points to, and then access the Age vari-
able'.
Technically, this is due to the fact that the '.' (get variable of,
not a decimal point) operator has a higher precedence than (is
looked at by the compiler before) the '*' (points to, not multiply)
operator, and so is evaluated first. Parentheses can be used to
force a different order of evaluation, so:
(*CurrentFile) Age;
Will reference what we want. However, those thoughtful C de-
signers made an easier syntax, sometimes referred to as the
'pointy' operator:
CurrentFile->Age;
To recap then, to access a variable within a structure pointed
to by a pointer, you use <pointer> <pointy> < variable within
structured
Refer to the earlier article explaining pointers vs. array sub-
scripting to refresh your memory as to why using a pointer is
more efficient.
a
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Continued from pg. 72
bles an interactive text adventure game,
even though it has beautiful graphics and
some near-arcade action. I would have
preferred that Sinbad was able to retreat
from fights more easily, and that Captain
McCormick had some help on his mission.
Both games could be improved with an op-
tion to practice the skills required in each,
rather than being forced to learn during
actual combat. For instance: if Sinbad
lands on the island which the Cyclops
calls home, he is forced to fight an almost
unwinnable fight. You must master
throwing a rock with a sling, while the
Cyclop tosses boulders at you (prepare to
meet your maker unless your name is
"Little David"). As Captain McCormick
you are thrown into battle against over-
whelming odds, without even the chance
to fly your starfighter around the block
S.D.I, is nearly a full
megabyte of code and
Sinbad is so large it requires
two disks.
first. Yet, while the President complains
that you let millions die, he never sends
as much as a cub scout to help you defeat
the entire Russian evil. Give me a break
— where are the Marines when you need
them?
Perhaps my complaints are rooted in
my frustration — Fve yet to finish either
adventure successfully. I guess if you are
going to be a real hero, you have to do it
solo and you have to overcome over-
whelming odds. If that's what you want,
both games offer you the chance to accom-
plish heroic feats against truly humbling
obstacles. There is no scoring here, either
you win or you die.
The mere description of the action and
adventure these two games simulate only
begins to convey the truly unique experi-
ence both make possible. Both games are
state-of-the-art. The action, displays, chal-
lenge and adventure they offer cannot be
matched anywhere else on the market at
this writing. The background sound is ef-
fective and I thought added to the atmos-
phere, but may be turned off if you prefer.
Both adventures are massive coding
marvels — SDJ. is nearly a full mega-
byte of code stored on one disk and Sinbad
is so large it requires two disks. This size
is both good and bad. Because neither
game will fit inside a 512K Amiga, the
disk drive must be accessed several times
as action moves from location to location
or a new screen is called into memory.
Fortunately, the speed of Amiga's drive
limits these delays to only a few seconds,
but even these delays can wear your pa-
tience when you are trying to save the
world. I objected to the delay with SDJ.
more than Sinbad because all the action
in this space adventure is played in real-
time — fast realtime.
After the fifth or sixth time of loading
the game, I noticed a short message on the
first screen which referred to using a
RAM disk for speed. I asked the people at
Progressive Peripherals for the loan of
their two megabyte RAM expansion
board to try SDJ. at its fastest. While the
difference in speed probably isn't worth
buying an extra megabyte of memory, if
you have that much memory be sure to
use it. By loading the entire game into
RAM, switching between screens is more
realistic and noticeable faster. A docu-
ment file on the game disk gives complete
instructions on how to load RAM using a
CLI window. I suggest you copy the
instructions into a batch file which you
can activate with a few keystrokes. I'm
surprised the game designers didn't in-
clude such a file, but creating your own is
worth the minor trouble,
To be classified a good game, it must be
one you'll come back to again and again
because of the challenge and fun it offers.
Both of these pass that test with no reser-
vations. If nothing else, the two are worth
seeing just to witness what amazing and
realistic displays are possible on the hum-
ble monitor screen. If the quality of these
two indicates how much improved games
can become in just a few years, I truly look
forward to the realism and challenge the
next generation of games will bring. But
programmers are going to have to do
some pretty amazing coding to surpass
these two.
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COMMODORE MA3AZINE 117
Tips & Tricks/64 and 128
Continued from pg. 16
1OT0 auto-answer disable: Commodore's 1670 modem has the
undesirable habit of answering incoming telephone calls to hu-
mans. If you leave your modem connected while working on
non-modem tasks, you may have encountered the problem.
This short program disables the auto-answer feature. If you
put it at the beginning of other programs, they'll be safe from
this annoying trouble.
David M. Jones
Los Angeles, California
10 REM 1670 AUTOANSWER DISABLE - JONES
20 OPEN 5,2,3,CHRS ( 8) +CHRS { 0)
30 FOR X=l TO 7
40 PRINT#5,MIDS (" [SHFT A,SHFT T,
SHFT S] 0=0", X,l) ;
50 NEXT
60 CLOSE 5
DPS-1101 print wheels: I treasure my Commodore letter-quality
printer, but I've had problems getting print wheels to fit it. It's
easy to find print wheel suppliers, but it's hard to know which of
their many types will work in the DPS-1101. Although most of-
fice supply stores have print wheels in their catalog, they sel-
dom keep them in stock, so you can't compare them with your
original. Even worse, the suppliers' cross-reference tables al-
most never include Commodore, and the DPS-1101 manual
doesn't identify suppliers.
After months of searching, I've finally found what to get. GP
Technologies, a very large print wheel manufacturer, has a se-
ries of wheels that's perfect for the DPS-1101. Many office sup-
ply stores cany their print wheels and other products. If you call
GP at 800-523-1809 or 201-722-7165, they can direct you to
your nearest dealer.
The product you're looking for is called Dual Plastic Print-
wheel for Royal/Adler (Group 02). There are seven different ty-
pefaces available, in 10 and 12 pitch plus proportional spacing.
Price is in the $25 range. I know these wheels work with the
DPS-1101, because I've tried one of them in my own. My type-
face is Orator, a 10-pitch face with very large letters. A few of its
special symbols (ten to be exact) are different from those on my
original wheel, but most of them are ones I've never used. The
single exception is the up-arrow, which appears on the original
wheel as a carat or circumflex. On the Orator wheel, for some
reason, it's a triangle.
Other manufacturers surely have wheels for the DPS-1101,
but I haven't run across them. GP says they are for use on most
Royal and Adler typewriters and Juki printers. That informa-
tion might let you cross-reference to another maker's wheels,
but be careful.
Louis F. Sander
Pittsburgh, Pennsylvania
Easier printer control: Most printers have a complicated series
of escape sequences and'or special characters that control their
special features. I can never remember all of them, so I've made
up some lines to define them all in terms that are easy to re-
member. My printer is a Star NX-10C, but a similar technique
can be used with any other machine.
Here's part of my little program:
10 ESS=CHR$(27) : EX$ = CHR$(14) : CE$ = CHR$(15)
20 UN$ = CHR$(45) : AA$=CHR$(48) : BB$=CHRS(49)
These variable names have mnemonic value, as can be seen
from their definitions:
ES$ is EScape
EX$ is for EXpanded printing
CE$ is to Cancel Expanded printing
UN$ is used for Underlining
AA$ clears underlining and several similar features
BBS sets the features cleared by AA$
To use this system, I take the lines defining my printer varia-
bles and put them at the start of my main program. Then to go
into, let's say, expanded printing, I just have the program
PRINT EX$. Enabling underlining requires an Escape followed
by a CHR$(45l and a CHRS(49), As long as mv variables are de-
fined, I can enable it by PRINT ES$;UN$;BB$. Simple, eh?
Kenneth Burrows
McMinnville, Oregon
Enhanced warranty: Commodore products and many products
for Commodore systems come with a 90-day warranty from the
manufacturer. In many cases, you can double the warranty to
180 days if you pay for the product with an American Express
credit card. For details, see your cardmember literature on
American Express Buyer's Assurance or write that department
at Torrance, CA 90504.
DL. Jassby
Princeton, New Jersey
Unseen characters in a string: Have you ever had a string print
out strangely on the screen or even clear the screen entirely? If
so, it was probably because there were some control characters
embedded in the string.
One way to test for this is to use the LEN function to find the
length of the string, then compare this length with the visible
portion of the string after printing. For example, if the string is
A$, then you might PRINT LEN(A$) ; PRINT A$.
Another trick is to print a quotation mark before the string.
This lets you see the quote-mode equivalents of the control char-
acters. In our example you could do this by
PRINT LEN(AS) : PRINT CHR$(34>A$
Sometimes it's helpful to see exactly where the string begins
and ends on the screen. For this, I use the three-character se-
quence "#". The quotes and the number sign are next to one an-
other on the keyboard, so it's very easy to type the sequence. An
example of using this would be PRINT "#" A$ "#".
Please note from our examples that the semicolon is optional
as a separator of the items you are printing. I usually like to use
it, however, since it makes programs easier to read.
Mike Reeves
Klamath Falls, Oregon
Debugger's helper: When a program isn't running the way it
should, sometimes it's questionable whether a certain line was
actually executed. A very simple way to find out is to insert an
illegal character such as a bracket immediately after the line
number in the line you want to check. Then run the program
again and if it tries to execute your line, the computer will stop
with a syntax error. Delete the illegal character to return your
program to normal. If you don't get the error, of course, it's proof
that the line in question was not executed,
Kapil Raina
Neshank Station, New Jersey
118 OCTOBER 1987
Tips & Tricks/64 and 128
Better IF statements: Shorter statements are easier to type and
quicker for the computer to process. There are two important
ways to shorten most IF statements. Say you have a statement
like this:
100 IF JOfl THEN GOTO 150
The GOTO is redundant and unnecessary. You can always
eliminate it after a THEN statement. So it's better to type the
above line as
100 IF J<>0 THEN 150
When an IF statement is followed by a variable rather than a
relational expression, it defaults to binary or Boolean logic. A
relational expression is one using the equals, greater than or
less than symbols, or any combination thereof. In our example,
the relational expression is J<>0. When binary or Boolean log-
ic is operative, the IF statement will be false only when the vari-
able has a value of zero. It will be true for all other values of the
variable.
In our example expression, we only go to line 150 if J is non-
zero. Therefore we can shorten it even further to
100 IF J THEN 150
James M. Whiteside
Warren, Ohio
Setting SPRDEF background colors: If you've created sprites
on the 128, you know how the SPRDEF command works and
how to alter the sprite color by using CONTROL or Commodore
and the number keys.
If you want to design your sprite against its planned back-
ground color, use the COLOR command before entering
SPRDEF. Change the screen color by using COLOR in direct
mode, without a line number. For example, COLOR,0,1 will
give you a black background. Now enter SPRDEF and enjoy de-
signing your sprite.
Stephen Knapick
New Rochelle, New York
CHAR trickery: To gain access to upper- and lower-case charac-
ters when using the 128's CHAR statement on a bit-mapped
screen, just POKE4588,216. The normal content of this location
is 208, which gives you access to upper-case characters and the
keyboard graphics set
By the way, the CHAR statement works on normal text
screens as well as on graphics screens and can be used to place
text wherever you'd like. It's often easier to use CHAR than to
use the usual combination of prints, tabs and cursor control
characters.
Dick Johnson
Norco, California
Another escape sequence: There's an undocumented function in
the 128's screen editor. It is ESC ESC (pressing the escape key
twice in succession). This sequence disables reverse characters,
quote mode and the insert mode caused by leftover INST key-
presses.
Charles Lavin
Coral Gables, Florida
Which BANK? The 128's BANK command is useful for switch-
ing memory configurations. Unfortunately, there's no related
function to determine the bank with which BASIC is working.
You can find the current bank, though, by peeking location 981.
The number returned is the number that was given in the most
recent BANK command.
Charles Lavin
Coral Gables, Florida
Ultimate function key disabler: The easiest way to disable the
128's function keys is with POKE 828,183. This redefines the
vector to the routine that interprets the function keys. After do-
ing the poke, all keys revert to their standard character codes,
but the function key definitions are not touched. To restore
these definitions, use POKE 828,173.
By the way, the standard character codes for the F-keys are
Fl-133 F3 = 134 F5=135 F7 = 136
F2 = 137 F4 = 138 F6 = 139 F8 = 140
RUN = 131 HELP =132
These numbers are returned by the ASC function for keystrokes
captured by GET or GETKEY.
Charles Lavin
Coral Gables, Florida
DOS SHELL speedup: To speed the loading of the DOS SHELL
on the 128, insert the disk after you get the READY prompt,
then type BOOT and press RETURN. The program will load in
about ten seconds as opposed to 25 seconds when it loads by re-
setting with the disk in the drive.
JeffMcKee
Rochester, New York
128 magazine entry tip: As printed in the back of the magazine,
this program takes about 30 seconds to poke its machine lan-
guage into memory. By adding these two lines, that time is cut
in half:
7 FAST
115 SLOW
Since the screen is blanked out when the 128 is in FAST mode,
lines 10 and 80 can be deleted.
James Hallman
Owensboro, Kentucky
Alcohol tip: Be careful when buying alcohol to use in cleaning
your computer, especially if you intend to use it in your disk
head cleaning kit. There's a big difference between isopropyl al-
cohol and isopropyl rubbing alcohol. The latter usually contains
a trace of glycerine to make it less drying to the skin. Unfortu-
nately, the glycerine remains after the alcohol evaporates, and
it could be detrimental to your disk drive head or other sensitive
parts.
Fm a retired hospital employee, and we could not use the rub-
bing alcohol to clean surgical instruments because of the film. It
gave bacteria a place to grow.
ClarenceWl
Q-Link m
COMMODORE MAGAZINE 119
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15 Pay Free Trig I • 90 Day Immediate Replacement Policy • Free Catalogs
Call before you order, our prices may be lower • All sale prices expire 10-31-87
80 Column Printer* 8%" Letter Size
Big Blue Printer
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RS-232 Adapter - Adapter for IBM® PC, AT, XT & Apple® II series RS-232 port. (Specify male or female). . . List $49.95 Sale $19.95
Apple® He & Laser 128 Interface - With printer driver program for graphics and text List $49.95 Sale $19.95
Intelligent Commodore® Interface - Prints graphics and text. Use Print Shop and more List $49.95 Sale $19.95
Intelligent Atari® Interface - (Excludes Atari 1200) Prints graphics and text. Use Print Shop and more List $49.95 Sale $19.95
Paper (2 Rolls) List $ 1 9.95 Sale $ 5.95 Single Sheet Paper (Qty . 500) List $29.95 Sale $12.95
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C64c Computer
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With this 40 key (A-C) professional guage spring loaded keyboard, and the FREE Conductor Software included, you can play,
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This Program teaches a beginner how to read music and play it
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The Printed Song
With this program you can print out, in music notation, your
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HOW TO ENTER PROGRAMS
The programs which appeal* in this
magazine have been run, tested and
checked for bugs and errors. After a pro-
gram is tested, it is printed on a letter
quality printer with some formatting
changes. This listing is then photo-
graphed directly and printed in the maga-
zine. Using this method ensures the most
error-free program listings possible.
Whenever you see a word inside brack-
ets, such as I DOWN I, the word represents
a keystroke or series of keystrokes on the
keyboard. The word IDOWN] would be
entered by pressing the cursor-dawn key.
If multiple keystrokes are required, the
number will directly follow the word. For
example, |DOWN4j would mean to press
the cursor-down key four times. If there
are multiple words within one set of
brackets, enter the keystrokes directly
after one another. For example. |DOWN-
,RIGHT2] would mean to press the cursor-
down key once and then the cursor-right
key twice. Note: Do not enter the commas.
In addition to these graphic symbols,
the keyboard graphics are all represented
by a word and a letter. The word is either
SHFT or CMD and represents the SHIFT
key or the Commodore key. The letter is
one of the letters on the keyboard. The
combination ISrTFT E| would be entered
by holding down the SHIFT key and
pressing the E. A number following the
letter tells you how many times to tvpe
the letter. For example, [SHFT A4,CMD
B31 would mean to hold the SHIFT key
and press the A four times, then hold
down the Commodore key and press the
B three times.
The following chart tells you the keys to
press for any word or words inside of
brackets. Refer to this chart whenever you
aren't sure what keys to press. The little
graphic next to the keystrokes shows you
what you will see on the screen.
SYNTAX ERROR
This is by far the most common error
encountered while entering a program.
Usually (sorry folks I this means that you
have typed something incorrectly on the
line the syntax error refers to. If you get
the message "?Syntax Error Break In
Line 270", type LIST 270 and press
RETURN. This will list line 270 to the
screen. Look for any non-obvious mis-
takes like a zero in place of an 0 or vice-
versa. Check lor semicolons and colons re-
versed and extra or missing parenthesis.
All of these things will cause a syntax
error.
There is only one time a syntax error
will tell you the 'wrong' line to look at. If
the line the syntax error refers to has a
function call (i.e., FN A(3», the syntax
error may be in the line that defines the
function, rather than the line named in
the error message. Look for a line near
the beginning of the program (usually*
that has DEF FN A(X) in it with an equa-
tion following it. Look for a typo in the
equation part of this definition.
ILLEGAL QUANTITY ERROR
This is another common error message.
This can also be caused by a typing error,
but it is a little harder to find. Once again,
list the line number that the error mes-
sage refers to. There is probably a poke
statement on this line. If there is, then the
error is referring to what is trying to be
poked. A number must be in the range of
S-IHOMEI"-
UNSHIFTED CLR/ HOME
:c
"ICLEARl" = SHIFTED CLR'HOME
fl -ipUBPLEr » CONTROL 5
f] [GREEN]" -CONTROL 6
3 "[BLUSr=CaNTROL7
H ■ [YELLOW]' = CONTROL 8
3 |ORANGE]" -COMMODORE I
P -[BROWN]" -COMMODORE 2
I?] "iL RED!" = COMMODORE 3
R 1GRAY11" = COMMODORE 4
H "(GHAYZ1" = COMMODORE 5
|J "IL GREENI " - COMMODORE 6
V[L BLUE1"- COMMODORE 7
« |F1| =F1
g 'irer-re
g"|F3|" = F3
P ,IF41"-F4
jj "|FS|"=F5
H "|F6|
fij ' [DOWNI " = CURSOR DOWN
n "lUPI"- CURSOR UP
fj "[RIGHT]" =CURSOR RIGHT
II [LEFT] - - CURSOR LEFT
R "|RVS|" -CONTROL 9
■ PVCFT
|j "[BLACK]" -CONTROL 1
[3 [WHiTEl- CONTROL 2
"[RED]" -CONTROL 3
P ■■|CYANV=CONTROL4 3 ' iGRAY3|" -COMMODORE 8
GRAPHIC SYMBOLS WILL BE REPRESENTED AS EITHER THE LETTERS
SHFT (SHIFT) AND A KEY ("[SHFT Q.SHFT J. SHFT D.SHFT S]") OR THE
LETTERS CMDR (COMMODORE) AND A KEY ("|CMDR Q.CMDR
G COMDR Y CMDR H]"). IF A SYMBOL IS REPEATED, THE NUMBER OF
REPITITIONS WILL BE DIRECTLY AFTER THE KEY AND BEFORE THE
COMMA ("ISPACE3.SHFT S4.CMDR M21").
F6
||"1F7]"»F7
jl"JF8|"-Fa
|£J "[POUND]" = ENGLISH
POUND
Q "ISHFT " r = PI SYMBOL
1*1 'IT- -UP ARROW
zero to 255 to be poke-able. For example,
the statement POKE 1024,260 would pro-
duce an illegal quantity error because 260
is greater than 255.
Most often, the value being poked is a
variable ( A.X...I. This error is telling you
that this variable is out of range. If the
variable is being read from data state-
ments, then the problem is somewhere in
the data statements. Check the data
statements for missing commas or other
typos.
If the variable is not coming from data
statements, then the problem will be a lit-
tle harder to find. Check each line that
contains the variable for typing mistakes.
OUT OF DATA ERROR
This error message is always related to
the data statements in a program. If this
error occurs, it means that the program
has nan out of data items before it was
supposed to. It is usually caused by a prob-
lem or typo in the data statements. Check
first to see if you have left out a whole line
of data. Next, check for missing commas
between numbers. Reading data from a
page of a magazine can be a strain on the
brain, so use a ruler or a piece of paper or
anything else to help you keep track of
where you are as you enter the data.
OTHER PROBLEMS
It is important to remember that the 64
and the PET/CBM computers will only ac-
cept a line up to 80 characters long. The
VIC 20 will accept a line up to 88 charac-
ters long. Sometimes you will find a line
in a program that runs over this number
of characters. This is not a mistake in the
listing. Sometimes programmers get so
carried away crunching programs that
they use abbreviated commands to get
more than 80 (or 88) characters on one
line. You can enter these lines by abbrevi-
ating the commands when you enter the
line. The abbreviations for BASIC com-
mands are on pages 133-134 of the VIC 20
user guide and 130-131 of the Commodore
64 user's guide.
If you type a line that is longer than 80
(or 88) characters, the computer will act as
if everything is ok, until you press RE-
TURN. Then, a syntax error will be dis-
played (without a line number I. Many
people write that the computer gives them
a syntax error when they type the line, or
that the computer refuses to accept a line.
Both of these problems are results of typ-
ing a line of more than 80 (or 88) charac-
ters.
124 OCTOBER 1987
How to Enter Programs
THE PROGRAM WON'T RUN!!
This is the hardest of problems to re-
solve; no error message is displayed, but
the program just doesn't run. This can be
caused by many small mistakes typing a
program in. First check that the program
was written for the computer you are us-
ing. Check to see if you have left out any
lines of the program. Check each line of
the program for typos or missing parts. Fi-
nally, press the RUN/STOP key while the
program is running'. Write down the line
the program broke at and try to follow the
program backwards from this point, look-
ing for problems.
IF ALL ELSE FAILS
You've come to the end of your rope.
You can't get the program to inn and you
can't find any errors in your typing. What
do you do? As always, we suggest that you
try a local user group for help. In a group
of even just a dozen members, someone is
bound to have typed in the same program.
The user group may also have the pro-
gram on a library disk and be willing to
make a copy for you.
If you do get a working copy, be sure to
compare it to your own version so that you
can learn from your errors and increase
you understanding of programming.
If you live in the country, don't have a
local user group, or you simply can't get
any help, write to us. If you do write to us,
include the following information about
the program you are having problems
with:
The name of the program
The issue of the magazine it was in
The computer you are using
Any error messages and the line
numbers
Anything displayed on the screen
A printout of your listing (if
possible i
All of this information is helpful in an-
swering your questions about why a pro-
gram doesn't work. A letter that simply
states "I get an error in line 250 whenever
I run the program" doesn't give us much
to go on. Send your questions to:
Commodore Magazine
1200 Wilson Drive
West Chester, PA 19380
ATTN: Program Problem
Have fun with the programs! EH
HOW TO USE THE MAGAZINE ENTRY PROGRAMS'
The Magazine Entiy Programs on the
next pages are two BASIC machine
language programs that will assist you in
entering the programs in this magazine
correctly. There are versions for both the
Commodore 64 and the Commodore 128.
Once the program is in place, it works its
magic without you having to do anything
else. The program will not let you enter a
line if there is a typing mistake on it, and
better yet, it identifies the kind of error for
you.
Getting Started
Type in the Magazine Entry Program
carefully and save it as you go along (just
in case). Once the whole program is typed
in, save it again on tape or disk. Now
RUN the program. The word POKING
will appear on the top of the screen with a
number. The number will increment from
49152 up to 49900 (4864-5545 on the 128)
and just lets you know that the program is
running. If everything is ok, the program
will finish running and say DONE. Then
type NEW. If there is a problem with the
data statements, the program will tell you
where to find the problem. Otherwise the
program will say "mistake in data state-
ments." Check to see if commas are miss-
ing, or if you have used periods instead of
commas. Also check the individual data
items.
Once the program has run, it is in
memory ready to go. To activate the pro-
gram type SYS49152 (SYS4864 on the
128), and press RETURN. You are now-
ready to enter the programs from the
magazine. To disable the Entry Program,
just type KILL ( RETURN I on the 64 or
SYS4867 on the 128.
The checksums for each line are the
same for both the 64 and 128, so you can
enter your 64 programs on the 128 if you'd
like.
Typing the Programs
All the BASIC program listings in this
magazine that are for the 64 or 128 have
an apostrophe followed by four letters at
the end of the line (e.g., ACDF). If you
plan to use the Magazine Entry Program
to enter your programs, the apostrophe
and letters should be entered along with
the rest of the line. This is a checksum
that the Magazine Entry Program uses.
Enter the line and the letters at the end
and then press RETURN, just as you nor-
mally would.
If the line is entered correctly, a bell is
sounded and the line is entered into the
computer's memory (without the charac-
ters at the end).
If a mistake was made while entering
the line, a noise is sounded and an error
message is displayed. Read the error mes-
sage, then press any key to erase the mes-
sage and correct the line.
IMPORTANT
If the Magazine Entry Program sees a
mistake on a line, it does not enter that
line into memory. This makes it impossi-
ble to enter a line incorrectly.
Error Messages and
What They Mean
There are five error messages that the
Magazine Entry Program uses. Here they
are. along with what they mean and how-
to fix them.
NO CHECKSUM: This means that you
forgot to enter the apostrophe and the four
letters at the end of the line. Move the
cursor to the end of the line you just typed
and enter the checksum.
QUOTE: This means that you forgot (or
added) a quote mark somewhere in the
line. Check the line in the magazine and
correct the quote.
KEYWORD: This means that you have
either forgotten a command or spelled one
of the BASIC keywords (GOTO,
PRINT . . ) incorrectly. Check the line in
the magazine again and check your spell-
ing.
# OF CHARACTERS: This means
that you have either entered extra charac-
ters or missed some characters. Check the
line in the magazine again. This error
message will also occur if you misspell a
BASIC command, but create another
keyword in doing so. For example, if you
misspell PRINT as PRONT, the 64 sees
the letter P and R, the BASIC keyword
ON and then the letter T. Because it sees
the keyword ON, it thinks you've got too
many characters, instead of a simple mis-
spelling. Check spelling of BASIC com-
mands if you can't find anything else
wrong.
UNIDENTIFIED: This means that you
have either made a simple spelling error,
you typed the wrong line number, or you
typed the checksum incorrectly. Spelling
errors could be the wrong number of
spaces inside quotes, a variable spelled
wrong, or a word misspelled. Check the
line in the magazine again and correct the
mistake. m
COMMODORE M/SGAZINE 125
Magazine Entry Program — 64-
The Magazine Entry Programs are available on disk, along with other programs in this
magazine, for $9.95. To order, contact Loadstar at I -800-83 1 -2694.
10 PRINT" [CLEAR] POKING -";
20 P=49152 :REM $C000 (END AT
49900/$C2EC)
30 READ A$:IF AS="END"THEN 110
40 L=ASC(MIDS(A$,2,1) )
50 H=ASC(MID$(AS,1,1})
60 L=L-48:IF L>9 THEN L=L-7
70 H=H-48:IF H>9 THEN H=H-7
80 PRINT" [HOME, RIGHT12] "P;
90 IF H>15 OR L>15 THEN PRINT
:PRINT"DATA ERROR IN LINE";
1000+INT{ (P-49152J/8) ;STOP
100 B=H*16+L:POKE P,B:T=T+B:P=P+1
:GOTO 30
110 IF TO86200 THEN PRINT
:PRINT"MISTAKE IN DATA — > CHECK
DATA STATEMENTS": END
120
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
PRINT"DONE":END
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
4C,1F,C0,
00, 00,00,
CI, 27, CI,
C1,EA,EA,
05,BD,19,
F8,60,60,
D9,04,C1,
A0,05,B9,
88,10,F7,
4C,EF,C0,
7B,4C,79,
A5,7A,C9,
C9,01,D0,
00,02,20,
00,4C,A9,
C9,3A,10,
C8,B1,7A,
D0,F7,B1,
7A,F0,37,
03,C0,8D,
69,00,8D,
18,60,05,
03,EE,06,
CE,C1,18,
C0,90,03,
C0,60,0A,
FB,B9,10,
A9,12,20,
06,20,D2,
BC,C2,20,
18,B9,08,
10,F7,68,
02,4C,74,
00,00,00,
00,00,0D,
2F,C1,3F,
EA,4C,54,
C0,95,73,
A0,03,B9,
D0,F5,88,
A2,E3,99,
A9,00,8D,
E6,7A,D0,
00,A5,9D,
FF,D0,ED,
E7,20,2B,
74,C0,90,
C1,C9,30,
02,38,60,
C9,20,D0,
7A,60,18,
C9,22,F0,
03,C0,AD,
04,C0,4C,
C0,8D,05,
C0,EE,09,
6D,08,C0,
EE,07,C0,
A8,B9,0F,
C0,85,FC,
D2,FF,B1,
FF,C8,D0,
E4,FF,F0,
C1,20,D2,
68,A9,00,
A4,4B,49,
00,00
00,21
C1,4C
C0,A2
CA,10
00,02
10, F5
73,00
18, D4
02, E6
F0,F3
A5,7B
C0,AD
DC,A0
30,06
18,60
03, C8
C8,B1
F5,6D
04, C0
8E,C0
C0,90
C0,4C
8D,08
EE,0A
C0,85
A0,00
FB,F0
F6,20
FB,A0
FF,88
8D,00
4C,4C
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
DATA 91
DATA 20
DATA 20
DATA 0D
DATA 4 5
DATA 20
DATA 41
DATA 4E
DATA 49
DATA 4 8
DATA C8
DATA 09
DATA 88
DATA 13
DATA Bl
DATA 0 4
DATA C0
DATA 0 3
DATA B9
DATA C8
DATA C2
DATA 8D
DATA 85
DATA 8 9
DATA 7B
DATA C0
DATA A 8
DATA 06
DATA BA
DATA 00
DATA 18
DATA EF
DATA 9D
DATA F4
DATA 3D
DATA 19
DATA C2
DATA C0
DATA AD
DATA C0
DATA AD
DATA C0
DATA C0
DATA 41
DATA 19
DATA C2
DATA C0
DATA 03
DATA 3D
DATA CD
DATA CD
DATA 4C
DATA C0
DATA D4
DATA 8D
DATA 81
DATA C2
DATA 11
DATA C2
DATA 04
DATA FD
,91, 0D
,20
,20
,20,
,20,20
,20
,20
,20,
,20,20
,20
,20
,20,
,51,55
,4F
,54
,45,
,59,57
,4F
,52
,44,
,4F,46
,20
,43
,48,
,43,54
,45
,52
,53,
,49,44
,45
,4E
,54,
,45,44
,00
, 4E
,4F,
,45,43
,4B
,53
,55,
,B1,7A
,D0
,FB
,84,
,10,03
,4C
,84
,C1,
,88,88
rBl
,7A
,C9,
,A9,00
,91
,7A
,C8,
,7A,9D
r3C
,03
,C8,
,D0,F5
r60
,A9
,04,
,A0,00
rB9
,00
,02,
,F0,F0
,C8
,D0
,F5,
,40,03
,F0
,E6
,99,
,D0,F5
,20
,96
CI,
,A0,09
,A9
,00
99,
,3C,03
,88
,10
,F7,
,02,A0
,00
,20
,58,
,C1,20
rED
,C1
,E6,
,20,7C
rA5
,A0
,00,
,F0,D0
,24
,02
,F0,
,C0,4C
,CE
,C1
,C9,
,20,8D
,C0
,4C
,CE,
,C0,4C
,CE
,C1
,A0,
,02,20
,74
,C0
,C8,
,6D,07
rC0
,8D
,07,
,C1,88
,A2
,00
,B9,
,00,02
rF0
,04
,E8,
,60,18
,AD
,09
,C0,
,09,C0
r38
FAD
,0A,
,90,06
r8D
, 0A
,C0,
,AD,0A
C0,
69,
41,
,AD,03,
C0,
6D,
05,
,04,C0,
6D,
06,
C0,
,68,60,
08,
C0,
8D,
,0C,C0,
6D,
07,
C0,
,38,E9,
19,
90,
06,
,4C,52(
C2,
AD,
0C,(
,8D,0C,
C0,
AD,
0B,<
,90,06,
8D,
0B,
C0,
,AD,0B,
C0,
69,
41,
,A0,01,
AD,
09,
C0,(
,00,20,
C8,
AD,
0A,(
,03,D0(
17,
C8,
AD,
,3E,03,
D0,
0E,
AD,
,3F,03,
D0,
06,
20, (
,4B,C0,
98,
48,
68,
,A9,20,
8D,
00,
D4,
,A9,09,
8D,
05,
D4,
,18,D4,
60,
20,
A9,
,20,DF,
C2,
A9,
80,
,4C,D9,
C2,
20,
A9,(
,20,DF,
C2,
A9,
10,
,A9,00,
8D,
04,
D4,
,D4,A2,
70,
A0,
00,
,CA,D0,
FA,
60,
END
,20,20
,20,20
,20,91
,00,4B
,00,23
,41,52
,00,55
,49,46
,20,43
,4D,00
,FD,C0
,88,88
,27,D0
,A2,00
,E8,E0
,4C,CA
,99,40
,A0,00
,00,02
,4C,12
,03,C0
,A9,80
,C1,20
,7A,E6
,20,80
,06, 4C
,22,D0
,C1,20
,00,B9
,90,0A
,C0,4C
,00,02
,C8,D0
,69,41
,C0,E9
,4C,1C
,8D,0A
,C0,48
,8D,0C
,0B,C0
,8D,0C
,8D,0C
,C0,69
,C0,E9
,4C,67
,8D,0B
,CD,3C
,C0,CD
,0B,C0
,0C,C0
,CC,C2
,4C,CA
,8D,01
,A9,0F
,C2,A9
, 20, DF
,C2,A9
, 20, DF
,60,8D
,88, D0
END
126 OCTOBER 1987
Magazine Entry Program — 128
5 TRAP 200
10 PRINT" [CLEAR] POKING -";
20 P=4864 :REM $1300 (END AT
5545/S15A9)
30 READ A$:IF A$="END"THEN 110
80 PRINT" [HOME, RIGHT12] "P;
100 B=DEC(A$) :POKE P, B : T=T+B : P=P+1
:GOTO 30
110 IF T059311 THEN PRINT
:PRINT"MISTAKE IN DATA — > CHECK
DATA STATEMENTS" :END
120 PRINT"DONE" : END
200 PRINT:PRINT"DATA ERROR IN LINE";
1000+INT( (P-4864)/8) :END
1000 DATA 4C,1E,13,4C,3A,13,00,00
1001 DATA 8E, 00, F7, 00, 42, 41, 51, 57
1002 DATA 0D,00,0D,43,08,14,0E,14
1003 DATA 16, 14, 26, 14, 33, 14, A9, 00
1004 DATA 8D,00,FF,AD,04,03,8D,12
1005 DATA 13, AD, 05, 03, 8D, 13, 13, A2
1006 DATA 4A,A0,13,8E,04,03,8C,05
1007 DATA 03,60,AD,12,13,8D,04,03
1008 DATA AD, 13, 13, 8D, 05, 03, 60, 6C
1009 DATA 12,13,A5,7F,D0,F9,AD,00
1010 DATA 02,20,5B,13,90,F1,A0,00
1011 DATA 4C,6F,14,C9,30,30,06,C9
1012 DATA 3A, 10, 02, 38, 60, 18, 60, C8
1013 DATA B1,3D,C9,20,D0,03,C8,D0
1014 DATA F7,B1,3D,60,18,C8,B1,3D
1015 DATA F0,35,C9,22,F0,F5,6D,06
1016 DATA 13, 8D, 06, 13, AD, 07, 13, 69
1017 DATA 00, 8D, 07, 13, 4C, 75, 13, 18
1018 DATA 6D, 08, 13, 8D, 08, 13, 90, 03
1019 DATA EE,09,13,EE,0C,13,60,18
1020 DATA 6D,0B,13,8D,0B,13,90,03
1021 DATA EE,0A,13,EE,0D,13,60,0A
1022 DATA A8,B9,14,13,85,FB,B9,15
1023 DATA 13,85,FC,A0,00,8C,00,FF
1024 DATA A9,12,20,D2,FF,B1,FB,F0
1025 DATA 06,20,D2,FF,C8,D0,F6,20
1026 DATA 79,15,20,A3,15,20,E4,FF
1027 DATA F0,FB,A0,1B,B9,EF,13,20
1028 DATA D2,FF,88,10,F7,68,68,A9
1029 DATA 00,8D,00,02,4C,B7,4D,91
1030 DATA 91, 0D, 20, 20, 20, 20, 20, 20
1031 DATA 20,20,20,20,20,20,20,20
1032 DATA 20, 20, 20, 20, 20, 20, 91, 0D
1033 DATA 51, 55, 4F, 54, 45, 00, 4B, 45
1034 DATA 59, 57, 4F, 52, 44, 00, 23, 20
1035 DATA 4F, 46, 20, 43, 48, 41, 52, 41
1036
DATA
1037
DATA
1038
DATA
1039
DATA
1040
DATA
1041
DATA
1042
DATA
1043
DATA
1044
DATA
1045
DATA
1046
DATA
1047
DATA
1048
DATA
1049
DATA
1050
DATA
1051
DATA
1052
DATA
1053
DATA
1054
DATA
1055
DATA
1056
DATA
1057
DATA
1058
DATA
1059
DATA
1060
DATA
1061
DATA
1062
DATA
1063
DATA
1064
DATA
1065
DATA
1066
DATA
1067
DATA
1068
DATA
1069
DATA
1070
DATA
1071
DATA
1072
DATA
1073
DATA
1074
DATA
1075
DATA
1076
DATA
1077
DATA
1078
DATA
1079
DATA
1080
DATA
1081
DATA
1082
DATA
1083
DATA
1084
DATA
1085
DATA
43, 54, 45, 52, 53, 00, 55, 4E
49, 44, 45, 4E, 54, 49, 46, 49
45,44,00,4E,4F,20,43,48
45,43,4B,53,55,4D,00,C8
B1,3D,D0,FB,C0,06,10,03
4C, 69, 14, 88, 8B, 88, 88,88
B1,3D,C9,27,D0,13,A9,00
91,3D,C8,A2,00,B1,3D,9D
00,0B,C8, E8,E0,04,D0,F5
60,4C,5C,15,4C,C5,14,A0
09, A9, 00, 99, 06, 13,8D,00
0B,88,10,F7,A9,80,85,FD
A0,00,20,3F,14,20,AE,14
20,0D,43,84,FA,A0,FF,20
67,13,F0,D8,24,FD,F0,06
20,8F,13,4C,8F,14,C9,22
D0,06,20,74,13,4C,8F,14
20,9F,13,4C,8F,14,A0,00
B9,00,02,20,5B,13,C8,90
0A,18,6D,0A,13,8D,0A,13
4C,B0,14,88,60,18,AD,0C
13,69,41,8D,0C,13,38,AD
0D,13,E9,19,90,06,8D,0D
13,4C,CF,14,AD,0D,13,69
41,8D,0D,13,AD,06,13,6D
08, 13, 4 8, AD, 07, 13, 6D, 09
13,8D,0F,13,68,6D,0B,13
8D,0E,13,AD,0F,13,6D,0A
13,8D,0F,13,38,E9,19,90
06,8D,0F,13,4C,0 5,15,AD
0F,13,6 9,41,8D,0F,13,AD
0E,13,E9,19,90,06,8D,0E
13,4C,1A,15,AD,0E,13,69
41,8D,0E,13,A0,01,AD,0C
13,CD,0 0,0B,D0,20,C8,AD
0D,13,CD,01,0B,D0,17,C8
AD,0E,13,CD,02,0B,D0,0E
AD,0F,13,CD,03,0B,D0,06
20, 89,1 5, A4, FA, 60, 98, 48
68,4C,AF,13,A9,04,4C,AF
13,A9,00,8D,00,FF,A9,20
8D,00,D4,8D,01,D4,A9,09
8D,0 5,D4,A9,0F,8D,18,D4
60, 20, 61, 15, A9, 81, 20, 9C
15,A9,80,20,9C,15,4C,96
15, 20, 61, 15, A9, 11, 20, 9C
15,A9,10,20,9C,15,A9,00
8D , 04 , D4 , 60 , 8D , 04 , D4 , A2
70,A0,00,88,D0,FD,CA,D0
FA, 60, END
END
COMMODORE M/GAZINE 127
128 Users Only/Painless Window Panes
Continued from pg. 100
990 SYS 3100:SYS 3200'CJEO
1000 :'ABHS
1010 PRINT" [CLEAR, DOWN, RIGHT]
YOU CAN PUT JUST": PRINT" [DOWN,
RIGHT2] ABOUT ANYTH ING " r CBDE
1020 PRINT" [DOWN, RIGHT]
HERE YOU WANT TO":GOSUB 5000' CFQB
1030 GET KEY ZS'CCYX
1050 IF Z$="N"THEN SYS 3200
:GOTO 1100' FLCD
1060 IF ZS="L"THEN SYS 3300
: PRINT" [HOME] ": GOTO 265'GLNF
1070 IF Z$<>"E"THEN 1030'EGEE
1080 GOTO 2000'BEYC
1090 : 'ABHC
1100 PRINT" [CLEAR, RIGHT]
ANOTHER EXAMPLE": PRINT" [DOWN,
RIGHT2]OF USER INPUT. "'CBTE
1120 PRINT" [DOWN, RIGHT2]
ENTER FILENAME" ' BAHA
1130 POKE 208,1:POKE 842,34
: INPUT FLS'DQFC
1135 GOSUB 5000'BEGD
1140 GET KEY ZS'CCYA
1150 IF ZS="N"THEN SYS 3200
:GOTO 1200'FLDE
1160 IF ZS="L"THEN SYS 3300:
:GOTO 1030 'FMLF
1170 IF ZSO"E"THEN 1140'EGGF
1180 GOTO 2000'BEYD
1200 PRINT" [CLEAR, SPACE3J SAMPLE
[SPACE2]MENU'"BAFY
1210 PRINT" [DOWN] LOAD[SPACE6]
SAVE"'BAYY
1220 PRINT" RENAME [SPACE4] VERIFY"' BAJB
1230 PRINT" SCRATCH [SPACE3] NEW" BAVC
1240 PRINT" COPY [SPACES] INIT."'BAFD
1250 GOSUB 5000'BEGB
1260 GET KEY ZS'CCYD
1270 IF ZS="L"THEN SYS 3300
:GOTO 1140'FLFH
1280 IF Z$="N"THEN SYS 3200
:GOTO 1300'FLEI
1290 GOTO 2000'BEYF
1300 PRINT" [CLEAR, DOWN]
SEE HOW EASY IT" : PRINT" [SPACE2]
IS TO USE, THIS" :PRINT"PROGRAM,
"NMS"?,"DFGK
1320 PRINT" [DOWN] THAT'S THE TICKET!"
: PRINT" [DOWN] [RVS] L [RVOFF]
AST OR [RVS] E[RVOFF]ND DEMO"'CBUJ
1330 GET KEY ZS'CCYB
1340 IF Z$="L"THEN SYS 3300
:GOTO 1260'FLIF
1350 IF ZSO"E"THEN 1330'EGHF
2000 FOR X = 12 TO 0 STEP-1
rWINDOW X,X,39-X,24-X,1
:FOR C=l TO 60:NEXT:NEXT' NCAI
2010 COLOR 0,12:COLOR 4,14:COLOR 5,14
SEND'EPTB
5000 PRINT" [DOWN, RIGHT2, RVS ]N [RVOFF]
EXT [RVS] L [RVOFF] AST [RVS]E _^
[ RVOFF ]ND?M: RETURN 'CBLE MG;
ADVERTISERS INDEX
Advertiser Index
Reader
Response
No.
Page
Ho.
Abacus Software
1
55
Acorn of Indiana
2
101
Action Soft
3
18,19
Activision
4
29
Adams Software
5
81
Avalon Hill Gome Co.
6
11
Berkeley Softworks
7
44,45
Briwall
8
24
CO. MB. Company
*
105
Cheatsheet Products
9
83
C:r::;::sfc
10
97
Commodore
*
C3
CompuServe
11
27
Covox
12
61
Data East USA
13
35
Electronic One
14
89
Epyx
15
21,25
Firebird
16
5
Free Spirit Software
17
109
inConTrol, Inc.
18
49
K. F. S Software
19
51
Loadstar
20
33
Master Designer Software
21
2
Micron Technology
22
41
MicroProse
23
13,31
Microsoft Press
24
43
Midwest Software
25
101
Montgomery Grant
26
59
NP(;
27
117
NRI/McGraw Hill
*
17
Potech Software
28
37
Pro-Tech -Ironies
29
52,53
Professional Software
30
15
Protecto
31
120,121,122,123
Quantum Computer Services
32
64,65
R K Productions
33
109
S & S Wholesalers
34
38,39,91
Spectrum Holobyte
35
47
Strategic Simulation
36
C4
SubLogic Corporation
37
23
Superior Microsystems
38
117
Tevex
39
57
Timeworks
40
C2,1
Tussey Computer Products
41
6,7
Uptime Magazine
42
9
Xetec Inc.
43
98
'No Reader Response Number given at Advertiser's Request.
128 OCTOBER 1987
ENTER A NEW WORLD
OF POSSIBILITIES
//..,. j ■ > i ■ ... r I I I
~~j', ', , I1 n M ' 1-
<«•■'
«:>>
' ^
Cz Commodore
V «sgV
$29.95
AIM! 8-Bit
COMMODORE
64/128
You love playing games, but sometimes you'd rather build
your own. There's a lot of satisfaction in playing something you've
personally created.
Now you can with Wargame Construction Set" from SSI.
This unique simulation lets you design and play a nearly
limitless number of wargames
that are as simple or complex as
you desire. Start by drawing your
own battlemaps. Place roads,
rivers, bridges, woods, buildings
and mines in any arrangement
and scale you like.
Fight four levels of combat,
from man-to-man batdes to
large-scale strategic campaigns.
Give your men and machines
different attributes such as unit type, weapon type and firepower,
movement and strength points.
You can create scenarios from any period of military history,
from Ancient wars with spears and catapults to modern conflicts
using state-of-the-art missiles and tanks. Or you can forget about
reality and create sword- and- sorcery fantasy adventures and
science- fiction battles.
If you get tired of designing, we've thoughtfully
provided eight ready-to-play games. Even these can
be modified to suit your liking.
COMMODORE
64 128
Ready to shift from construction to destruction? Try B-241"
As a flight simulator, it lets you fly a World War II B-24
bomber, As a combat simulator, it lets you try to bomb Hitler's oil
refineries in Ploesti, Rumania. Or get blown up trying.
You command the lead B-24 Liberator which will determine the
course of action for the i60th
Bomber Group. But first, you must
learn to fly ibis cantankerous
plane. i\vo simpler scenarios let
you hone your flying skills before
you go on to the real thing: 19 har-
rowing missions over the flak- and
fighter- filled skies of Ploesti,
Once you're in the air. your
first goal is to form up with your
bomber group and race to the
fighter rendezvous points. Your escort fighters can only stay up for a
limited time, so don't be late.
If you get hit, you'll have to decide whether to bail out or stick
it out and do your job — reducing Ploesti's total oil production below
what was accomplished historically. If you succeed, you'll be told how-
much you would have shortened the war in Europe!
I
STRATEGIC SIMULATIONS, INC.
1046 N. Rengstorff Avenue. Mountain View, C\ 94043
(415) 964-1353
STRATEGIC SIMULATIONS, INC.
Look for these exciting games at your local computer, -software or game
store today. All SSI games cam' a "14 -day satisfaction or your money back "
guarantee. Write or call for a free color catalog of our full line.
If there are no convenient stores near vou. MSA and M/C holders can order
hy calling toll-free 800-443-0100, x335 Or send your check to SSI at the
address above. (CA residents, add applicable sales ta\.) Please specify' com-
puter format and add S2.00 for shipping & handling.
(D 1987 by Strategic Simulations inc .Ml fijjils rvwrved.